The tuple types declaration is back in the header, but there is no need for implementation details to be known for any of the types

crashfix_debugdraw
florent.teppe 2 years ago
parent 57df51b4a6
commit 4bb9a4166d

@ -135,54 +135,7 @@ namespace MWWorld
struct ESMStoreImp
{
std::tuple <
Store<ESM::Activator>,
Store<ESM::Potion>,
Store<ESM::Apparatus>,
Store<ESM::Armor>,
Store<ESM::BodyPart>,
Store<ESM::Book>,
Store<ESM::BirthSign>,
Store<ESM::Class>,
Store<ESM::Clothing>,
Store<ESM::Container>,
Store<ESM::Creature>,
Store<ESM::Dialogue>,
Store<ESM::Door>,
Store<ESM::Enchantment>,
Store<ESM::Faction>,
Store<ESM::Global>,
Store<ESM::Ingredient>,
Store<ESM::CreatureLevList>,
Store<ESM::ItemLevList>,
Store<ESM::Light>,
Store<ESM::Lockpick>,
Store<ESM::Miscellaneous>,
Store<ESM::NPC>,
Store<ESM::Probe>,
Store<ESM::Race>,
Store<ESM::Region>,
Store<ESM::Repair>,
Store<ESM::SoundGenerator>,
Store<ESM::Sound>,
Store<ESM::Spell>,
Store<ESM::StartScript>,
Store<ESM::Static>,
Store<ESM::Weapon>,
Store<ESM::GameSetting>,
Store<ESM::Script>,
// Lists that need special rules
Store<ESM::Cell>,
Store<ESM::Land>,
Store<ESM::LandTexture>,
Store<ESM::Pathgrid>,
Store<ESM::MagicEffect>,
Store<ESM::Skill>,
// Special entry which is hardcoded and not loaded from an ESM
Store<ESM::Attribute >> mStores;
ESMStore::StoreTuple mStores;
std::map<ESM::RecNameInts, DynamicStore*> mRecNameToStore;
std::unordered_map<const DynamicStore*, ESM::RecNameInts> mStoreToRecName;

@ -4,6 +4,7 @@
#include <memory>
#include <stdexcept>
#include <unordered_map>
#include <tuple>
#include <components/esm/luascripts.hpp>
#include <components/esm/records.hpp>
@ -33,11 +34,69 @@ namespace MWWorld
{
friend struct ESMStoreImp; //This allows StoreImp to extend esmstore without beeing included everywhere
using StoreTuple = std::tuple <
Store<ESM::Activator>,
Store<ESM::Potion>,
Store<ESM::Apparatus>,
Store<ESM::Armor>,
Store<ESM::BodyPart>,
Store<ESM::Book>,
Store<ESM::BirthSign>,
Store<ESM::Class>,
Store<ESM::Clothing>,
Store<ESM::Container>,
Store<ESM::Creature>,
Store<ESM::Dialogue>,
Store<ESM::Door>,
Store<ESM::Enchantment>,
Store<ESM::Faction>,
Store<ESM::Global>,
Store<ESM::Ingredient>,
Store<ESM::CreatureLevList>,
Store<ESM::ItemLevList>,
Store<ESM::Light>,
Store<ESM::Lockpick>,
Store<ESM::Miscellaneous>,
Store<ESM::NPC>,
Store<ESM::Probe>,
Store<ESM::Race>,
Store<ESM::Region>,
Store<ESM::Repair>,
Store<ESM::SoundGenerator>,
Store<ESM::Sound>,
Store<ESM::Spell>,
Store<ESM::StartScript>,
Store<ESM::Static>,
Store<ESM::Weapon>,
Store<ESM::GameSetting>,
Store<ESM::Script>,
// Lists that need special rules
Store<ESM::Cell>,
Store<ESM::Land>,
Store<ESM::LandTexture>,
Store<ESM::Pathgrid>,
Store<ESM::MagicEffect>,
Store<ESM::Skill>,
// Special entry which is hardcoded and not loaded from an ESM
Store<ESM::Attribute >>;
template <class T, class Tuple>
struct HasMember;
template <class T, class ... Args>
struct HasMember<T, std::tuple<Store<Args> ...>> {
static constexpr bool value = (std::is_same_v<T, Args> || ...);
};
static std::size_t &getTypeIndexCounter();
template<typename T>
static std::size_t getTypeIndex()
{
static_assert(HasMember<T, StoreTuple>::value);
static std::size_t sIndex = getTypeIndexCounter()++;
return sIndex;
}

Loading…
Cancel
Save