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Add AssetLoaders for linker that handle asset types for their specific game
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22
src/Linker/Game/IW4/AssetLoaderIW4.cpp
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22
src/Linker/Game/IW4/AssetLoaderIW4.cpp
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#include "AssetLoaderIW4.h"
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#include "Game/IW4/GameIW4.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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using namespace IW4;
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bool AssetLoader::SupportsGame(const std::string& gameName) const
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{
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return gameName == g_GameIW4.GetShortName();
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}
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std::unique_ptr<Zone> AssetLoader::CreateZoneForDefinition(AssetLoadingContext& context) const
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{
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auto zone = std::make_unique<Zone>(context.m_zone_name, 0, &g_GameIW4);
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zone->m_pools = std::make_unique<GameAssetPoolIW4>(zone.get(), zone->m_priority);
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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zone->m_pools->InitPoolDynamic(assetType);
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return zone;
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}
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src/Linker/Game/IW4/AssetLoaderIW4.h
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src/Linker/Game/IW4/AssetLoaderIW4.h
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#pragma once
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#include "AssetLoading/IAssetLoader.h"
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namespace IW4
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{
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class AssetLoader final : public IAssetLoader
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{
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public:
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_NODISCARD bool SupportsGame(const std::string& gameName) const override;
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_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(AssetLoadingContext& context) const override;
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};
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}
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23
src/Linker/Game/T6/AssetLoaderT6.cpp
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src/Linker/Game/T6/AssetLoaderT6.cpp
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#include "AssetLoaderT6.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/GameT6.h"
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#include "Game/T6/GameAssetPoolT6.h"
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using namespace T6;
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bool AssetLoader::SupportsGame(const std::string& gameName) const
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{
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return gameName == g_GameT6.GetShortName();
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}
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std::unique_ptr<Zone> AssetLoader::CreateZoneForDefinition(AssetLoadingContext& context) const
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{
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auto zone = std::make_unique<Zone>(context.m_zone_name, 0, &g_GameT6);
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zone->m_pools = std::make_unique<GameAssetPoolT6>(zone.get(), zone->m_priority);
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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zone->m_pools->InitPoolDynamic(assetType);
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return zone;
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}
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src/Linker/Game/T6/AssetLoaderT6.h
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src/Linker/Game/T6/AssetLoaderT6.h
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#pragma once
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#include "AssetLoading/IAssetLoader.h"
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namespace T6
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{
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class AssetLoader final : public IAssetLoader
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{
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public:
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_NODISCARD bool SupportsGame(const std::string& gameName) const override;
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_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(AssetLoadingContext& context) const override;
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};
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}
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