#pragma once namespace Components { class AssetHandler : public Component { public: class IAsset { public: virtual ~IAsset() {}; virtual Game::XAssetType getType() { return Game::XAssetType::ASSET_TYPE_INVALID; }; virtual void mark(Game::XAssetHeader /*header*/, ZoneBuilder::Zone* /*builder*/) { /*ErrorTypeNotSupported(this);*/ }; virtual void save(Game::XAssetHeader /*header*/, ZoneBuilder::Zone* /*builder*/) { /*ErrorTypeNotSupported(this);*/ }; virtual void dump(Game::XAssetHeader /*header*/) { /*ErrorTypeNotSupported(this);*/ }; virtual void load(Game::XAssetHeader* /*header*/, std::string name, ZoneBuilder::Zone* /*builder*/) { /*ErrorTypeNotSupported(this);*/ }; }; typedef Game::XAssetHeader(Callback)(Game::XAssetType type, std::string name); typedef void(RestrictCallback)(Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool* restrict); AssetHandler(); ~AssetHandler(); #if defined(DEBUG) || defined(FORCE_UNIT_TESTS) const char* getName() override { return "AssetHandler"; }; #endif static void OnFind(Game::XAssetType type, Utils::Slot callback); static void OnLoad(Utils::Slot callback); static void ClearRelocations(); static void Relocate(void* start, void* to, DWORD size = 4); static void ZoneSave(Game::XAsset asset, ZoneBuilder::Zone* builder); static void ZoneMark(Game::XAsset asset, ZoneBuilder::Zone* builder); static Game::XAssetHeader FindOriginalAsset(Game::XAssetType type, const char* filename); static Game::XAssetHeader FindAssetForZone(Game::XAssetType type, std::string filename, ZoneBuilder::Zone* builder, bool isSubAsset = true); static void ClearTemporaryAssets(); static void StoreTemporaryAsset(Game::XAssetType type, Game::XAssetHeader asset); static void ResetBypassState(); private: static thread_local int BypassState; static std::map TemporaryAssets[Game::XAssetType::ASSET_TYPE_COUNT]; static std::map AssetInterfaces; static std::map> TypeCallbacks; static Utils::Signal RestrictSignal; static std::map Relocations; static std::vector> EmptyAssets; static void RegisterInterface(IAsset* iAsset); static Game::XAssetHeader FindAsset(Game::XAssetType type, const char* filename); static bool IsAssetEligible(Game::XAssetType type, Game::XAssetHeader* asset); static void FindAssetStub(); static void AddAssetStub(); static void OffsetToAlias(Utils::Stream::Offset* offset); static void StoreEmptyAsset(Game::XAssetType type, const char* name); static void StoreEmptyAssetStub(); static void ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, std::string name); static int HasThreadBypass(); }; } #include "AssetInterfaces/IXModel.hpp" #include "AssetInterfaces/IFxWorld.hpp" #include "AssetInterfaces/IMapEnts.hpp" #include "AssetInterfaces/IRawFile.hpp" #include "AssetInterfaces/IComWorld.hpp" #include "AssetInterfaces/IGfxImage.hpp" #include "AssetInterfaces/IGfxWorld.hpp" #include "AssetInterfaces/IMaterial.hpp" #include "AssetInterfaces/ISndCurve.hpp" #include "AssetInterfaces/IclipMap_t.hpp" #include "AssetInterfaces/IPhysPreset.hpp" #include "AssetInterfaces/IXAnimParts.hpp" #include "AssetInterfaces/IFxEffectDef.hpp" #include "AssetInterfaces/IGameWorldMp.hpp" #include "AssetInterfaces/IGameWorldSp.hpp" #include "AssetInterfaces/IGfxLightDef.hpp" #include "AssetInterfaces/ILoadedSound.hpp" #include "AssetInterfaces/IPhysCollmap.hpp" #include "AssetInterfaces/IStringTable.hpp" #include "AssetInterfaces/IXModelSurfs.hpp" #include "AssetInterfaces/ILocalizeEntry.hpp" #include "AssetInterfaces/Isnd_alias_list_t.hpp" #include "AssetInterfaces/IMaterialPixelShader.hpp" #include "AssetInterfaces/IMaterialTechniqueSet.hpp" #include "AssetInterfaces/IMaterialVertexShader.hpp" #include "AssetInterfaces/IStructuredDataDefSet.hpp" #include "AssetInterfaces/IMaterialVertexDeclaration.hpp"