OpenAssetTools/src/ZoneCommon/Game/IW5/GameAssetPoolIW5.h

75 lines
3.5 KiB
C++

#pragma once
#include "Game/IW5/IW5.h"
#include "Pool/AssetPool.h"
#include "Pool/ZoneAssetPools.h"
#include <memory>
class GameAssetPoolIW5 final : public ZoneAssetPools
{
int m_priority;
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
static const char* ASSET_TYPE_NAMES[];
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
public:
std::unique_ptr<AssetPool<IW5::PhysPreset>> m_phys_preset;
std::unique_ptr<AssetPool<IW5::PhysCollmap>> m_phys_collmap;
std::unique_ptr<AssetPool<IW5::XAnimParts>> m_xanim_parts;
std::unique_ptr<AssetPool<IW5::XModelSurfs>> m_xmodel_surfs;
std::unique_ptr<AssetPool<IW5::XModel>> m_xmodel;
std::unique_ptr<AssetPool<IW5::Material>> m_material;
std::unique_ptr<AssetPool<IW5::MaterialPixelShader>> m_material_pixel_shader;
std::unique_ptr<AssetPool<IW5::MaterialVertexShader>> m_material_vertex_shader;
std::unique_ptr<AssetPool<IW5::MaterialVertexDeclaration>> m_material_vertex_decl;
std::unique_ptr<AssetPool<IW5::MaterialTechniqueSet>> m_technique_set;
std::unique_ptr<AssetPool<IW5::GfxImage>> m_image;
std::unique_ptr<AssetPool<IW5::snd_alias_list_t>> m_sound;
std::unique_ptr<AssetPool<IW5::SndCurve>> m_sound_curve;
std::unique_ptr<AssetPool<IW5::LoadedSound>> m_loaded_sound;
std::unique_ptr<AssetPool<IW5::clipMap_t>> m_clip_map;
std::unique_ptr<AssetPool<IW5::ComWorld>> m_com_world;
std::unique_ptr<AssetPool<IW5::GlassWorld>> m_glass_world;
std::unique_ptr<AssetPool<IW5::PathData>> m_path_data;
std::unique_ptr<AssetPool<IW5::VehicleTrack>> m_vehicle_track;
std::unique_ptr<AssetPool<IW5::MapEnts>> m_map_ents;
std::unique_ptr<AssetPool<IW5::FxWorld>> m_fx_world;
std::unique_ptr<AssetPool<IW5::GfxWorld>> m_gfx_world;
std::unique_ptr<AssetPool<IW5::GfxLightDef>> m_gfx_light_def;
std::unique_ptr<AssetPool<IW5::Font_s>> m_font;
std::unique_ptr<AssetPool<IW5::MenuList>> m_menu_list;
std::unique_ptr<AssetPool<IW5::menuDef_t>> m_menu_def;
std::unique_ptr<AssetPool<IW5::LocalizeEntry>> m_localize;
std::unique_ptr<AssetPool<IW5::WeaponAttachment>> m_attachment;
std::unique_ptr<AssetPool<IW5::WeaponCompleteDef>> m_weapon;
std::unique_ptr<AssetPool<IW5::FxEffectDef>> m_fx;
std::unique_ptr<AssetPool<IW5::FxImpactTable>> m_fx_impact_table;
std::unique_ptr<AssetPool<IW5::SurfaceFxTable>> m_surface_fx_table;
std::unique_ptr<AssetPool<IW5::RawFile>> m_raw_file;
std::unique_ptr<AssetPool<IW5::ScriptFile>> m_script_file;
std::unique_ptr<AssetPool<IW5::StringTable>> m_string_table;
std::unique_ptr<AssetPool<IW5::LeaderboardDef>> m_leaderboard;
std::unique_ptr<AssetPool<IW5::StructuredDataDefSet>> m_structed_data_def_set;
std::unique_ptr<AssetPool<IW5::TracerDef>> m_tracer;
std::unique_ptr<AssetPool<IW5::VehicleDef>> m_vehicle;
std::unique_ptr<AssetPool<IW5::AddonMapEnts>> m_addon_map_ents;
GameAssetPoolIW5(Zone* zone, int priority);
~GameAssetPoolIW5() override = default;
void InitPoolStatic(asset_type_t type, size_t capacity) override;
void InitPoolDynamic(asset_type_t type) override;
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;
};