Add AssetLoaders for linker that handle asset types for their specific game

This commit is contained in:
Jan
2021-03-12 10:55:55 +01:00
parent 792509d11d
commit b360816190
11 changed files with 223 additions and 9 deletions

View File

@ -0,0 +1,22 @@
#include "AssetLoaderIW4.h"
#include "Game/IW4/GameIW4.h"
#include "Game/IW4/GameAssetPoolIW4.h"
using namespace IW4;
bool AssetLoader::SupportsGame(const std::string& gameName) const
{
return gameName == g_GameIW4.GetShortName();
}
std::unique_ptr<Zone> AssetLoader::CreateZoneForDefinition(AssetLoadingContext& context) const
{
auto zone = std::make_unique<Zone>(context.m_zone_name, 0, &g_GameIW4);
zone->m_pools = std::make_unique<GameAssetPoolIW4>(zone.get(), zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
return zone;
}

View File

@ -0,0 +1,12 @@
#pragma once
#include "AssetLoading/IAssetLoader.h"
namespace IW4
{
class AssetLoader final : public IAssetLoader
{
public:
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(AssetLoadingContext& context) const override;
};
}

View File

@ -0,0 +1,23 @@
#include "AssetLoaderT6.h"
#include "Game/T6/T6.h"
#include "Game/T6/GameT6.h"
#include "Game/T6/GameAssetPoolT6.h"
using namespace T6;
bool AssetLoader::SupportsGame(const std::string& gameName) const
{
return gameName == g_GameT6.GetShortName();
}
std::unique_ptr<Zone> AssetLoader::CreateZoneForDefinition(AssetLoadingContext& context) const
{
auto zone = std::make_unique<Zone>(context.m_zone_name, 0, &g_GameT6);
zone->m_pools = std::make_unique<GameAssetPoolT6>(zone.get(), zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
return zone;
}

View File

@ -0,0 +1,12 @@
#pragma once
#include "AssetLoading/IAssetLoader.h"
namespace T6
{
class AssetLoader final : public IAssetLoader
{
public:
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(AssetLoadingContext& context) const override;
};
}