move contentloader classes to their respective game namespaces

This commit is contained in:
Jan
2020-10-17 15:55:19 +02:00
parent 464f8231df
commit f0c8ffa6be
8 changed files with 155 additions and 149 deletions

View File

@ -42,7 +42,7 @@
using namespace IW4;
ContentLoaderIW4::ContentLoaderIW4()
ContentLoader::ContentLoader()
{
varXAsset = nullptr;
varScriptStringList = nullptr;
@ -51,7 +51,7 @@ ContentLoaderIW4::ContentLoaderIW4()
m_script_strings.emplace_back("");
}
void ContentLoaderIW4::LoadScriptStringList(const bool atStreamStart)
void ContentLoader::LoadScriptStringList(const bool atStreamStart)
{
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
@ -82,7 +82,7 @@ void ContentLoaderIW4::LoadScriptStringList(const bool atStreamStart)
m_stream->PopBlock();
}
void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
void ContentLoader::LoadXAsset(const bool atStreamStart)
{
#define LOAD_ASSET(type_index, typeName, headerEntry) \
case type_index: \
@ -102,43 +102,43 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
switch (varXAsset->type)
{
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap);
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader);
LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader);
LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound);
LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve);
LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd);
LOAD_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap);
LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap);
LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
LOAD_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld);
LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon);
SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet);
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef);
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap)
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader)
LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader)
LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl)
LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound)
LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve)
LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd)
LOAD_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap)
LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
LOAD_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld)
LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon)
SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef)
LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet)
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef)
LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef)
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts)
default:
{
@ -149,7 +149,7 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
#undef LOAD_ASSET
}
void ContentLoaderIW4::LoadXAssetArray(const bool atStreamStart, const size_t count)
void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count)
{
assert(varXAsset != nullptr);
@ -168,7 +168,7 @@ void ContentLoaderIW4::LoadXAssetArray(const bool atStreamStart, const size_t co
}
}
void ContentLoaderIW4::Load(Zone* zone, IZoneInputStream* stream)
void ContentLoader::Load(Zone* zone, IZoneInputStream* stream)
{
m_zone = zone;
m_stream = stream;
@ -193,11 +193,11 @@ void ContentLoaderIW4::Load(Zone* zone, IZoneInputStream* stream)
m_stream->PopBlock();
}
std::string& ContentLoaderIW4::GetZoneScriptString(const scr_string_t scrString)
std::string& ContentLoader::GetZoneScriptString(const scr_string_t scrString)
{
assert(scrString >= 0 && scrString < m_script_strings.size());
if (scrString < 0 || scrString >= m_script_strings.size())
if (scrString >= m_script_strings.size())
{
return m_script_strings[0];
}

View File

@ -1,23 +1,26 @@
#pragma once
#include "Loading/ContentLoader.h"
#include "Loading/ContentLoaderBase.h"
#include "Loading/IContentLoadingEntryPoint.h"
#include "Game/IW4/IW4.h"
#include "Loading/IZoneScriptStringProvider.h"
class ContentLoaderIW4 final : public ContentLoader, public IContentLoadingEntryPoint, public IZoneScriptStringProvider
namespace IW4
{
std::vector<std::string> m_script_strings;
IW4::XAsset* varXAsset;
IW4::ScriptStringList* varScriptStringList;
class ContentLoader final : public ContentLoaderBase, public IContentLoadingEntryPoint, public IZoneScriptStringProvider
{
std::vector<std::string> m_script_strings;
XAsset* varXAsset;
ScriptStringList* varScriptStringList;
void LoadScriptStringList(bool atStreamStart);
void LoadScriptStringList(bool atStreamStart);
void LoadXAsset(bool atStreamStart);
void LoadXAssetArray(bool atStreamStart, size_t count);
void LoadXAsset(bool atStreamStart);
void LoadXAssetArray(bool atStreamStart, size_t count);
public:
ContentLoaderIW4();
public:
ContentLoader();
void Load(Zone* zone, IZoneInputStream* stream) override;
std::string& GetZoneScriptString(scr_string_t scrString) override;
};
void Load(Zone* zone, IZoneInputStream* stream) override;
std::string& GetZoneScriptString(scr_string_t scrString) override;
};
}