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

@ -20,5 +20,5 @@ SequenceZoneDefinitionMetaData::SequenceZoneDefinitionMetaData()
void SequenceZoneDefinitionMetaData::ProcessMatch(ZoneDefinition* state, SequenceResult<SimpleParserValue>& result) const
{
state->m_metadata[result.NextCapture(CAPTURE_KEY).IdentifierValue()] = result.NextCapture(CAPTURE_VALUE).IdentifierValue();
state->m_metadata.insert(std::make_pair(result.NextCapture(CAPTURE_KEY).IdentifierValue(), result.NextCapture(CAPTURE_VALUE).IdentifierValue()));
}

View File

@ -16,10 +16,7 @@ void ZoneDefinition::Include(ZoneDefinition& definitionToInclude)
{
for(const auto& [key, value] : definitionToInclude.m_metadata)
{
if(m_metadata.find(key) == m_metadata.end())
{
m_metadata.emplace(std::make_pair(key, value));
}
m_metadata.emplace(std::make_pair(key, value));
}
for(const auto& ignore : definitionToInclude.m_ignores)

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@ -17,7 +17,7 @@ public:
class ZoneDefinition
{
public:
std::unordered_map<std::string, std::string> m_metadata;
std::unordered_multimap<std::string, std::string> m_metadata;
std::vector<std::string> m_includes;
std::vector<std::string> m_ignores;
std::vector<ZoneDefinitionEntry> m_assets;