mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
Merge pull request #77 from Laupetin/refactor/localize-remove-duplication
Remove duplicated code in localize asset loading
This commit is contained in:
commit
07266bb9dc
9
src/ObjCommon/Localize/CommonLocalizeEntry.cpp
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9
src/ObjCommon/Localize/CommonLocalizeEntry.cpp
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@ -0,0 +1,9 @@
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#include "CommonLocalizeEntry.h"
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CommonLocalizeEntry::CommonLocalizeEntry() = default;
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CommonLocalizeEntry::CommonLocalizeEntry(std::string key, std::string value)
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: m_key(std::move(key)),
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m_value(std::move(value))
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{
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}
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12
src/ObjCommon/Localize/CommonLocalizeEntry.h
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12
src/ObjCommon/Localize/CommonLocalizeEntry.h
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@ -0,0 +1,12 @@
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#pragma once
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#include <string>
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class CommonLocalizeEntry
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{
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public:
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std::string m_key;
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std::string m_value;
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CommonLocalizeEntry();
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CommonLocalizeEntry(std::string key, std::string value);
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};
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@ -1,9 +1,6 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include "Localize/LocalizeCommon.h"
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#include "Localize/Parsing/LocalizeFileReader.h"
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#include <sstream>
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#include "Localize/LocalizeCommonAssetLoader.h"
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using namespace IW4;
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@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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std::string fileName;
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{
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std::ostringstream str;
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str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
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fileName = str.str();
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}
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LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
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});
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auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
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LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
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const auto localizeEntries = reader.ReadLocalizeFile();
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for (const auto& [key, value] : localizeEntries)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(key.c_str());
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localizeEntry->value = memory->Dup(value.c_str());
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
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}
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return true;
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return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
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}
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@ -1,4 +1,5 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/IW4/IW4.h"
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@ -1,9 +1,6 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include "Localize/LocalizeCommon.h"
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#include "Localize/Parsing/LocalizeFileReader.h"
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#include <sstream>
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#include "Localize/LocalizeCommonAssetLoader.h"
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using namespace IW5;
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@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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std::string fileName;
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{
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std::ostringstream str;
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str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
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fileName = str.str();
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}
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LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
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});
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auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
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LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
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const auto localizeEntries = reader.ReadLocalizeFile();
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for (const auto& [key, value] : localizeEntries)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(key.c_str());
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localizeEntry->value = memory->Dup(value.c_str());
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
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}
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return true;
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return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
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}
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@ -1,4 +1,5 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/IW5/IW5.h"
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@ -1,9 +1,6 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include "Localize/LocalizeCommon.h"
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#include "Localize/Parsing/LocalizeFileReader.h"
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#include <sstream>
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#include "Localize/LocalizeCommonAssetLoader.h"
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using namespace T5;
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@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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std::string fileName;
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{
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std::ostringstream str;
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str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
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fileName = str.str();
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}
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LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
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});
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auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
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LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
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const auto localizeEntries = reader.ReadLocalizeFile();
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for (const auto& [key, value] : localizeEntries)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(key.c_str());
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localizeEntry->value = memory->Dup(value.c_str());
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
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}
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return true;
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return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
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}
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@ -1,4 +1,5 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/T5/T5.h"
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@ -1,9 +1,6 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include "Localize/LocalizeCommon.h"
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#include "Localize/Parsing/LocalizeFileReader.h"
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#include <sstream>
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#include "Localize/LocalizeCommonAssetLoader.h"
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using namespace T6;
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@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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std::string fileName;
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{
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std::ostringstream str;
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str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
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fileName = str.str();
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}
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LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
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});
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auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
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LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
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const auto localizeEntries = reader.ReadLocalizeFile();
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for (const auto& [key, value] : localizeEntries)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(key.c_str());
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localizeEntry->value = memory->Dup(value.c_str());
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
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}
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return true;
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return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
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}
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42
src/ObjLoading/Localize/LocalizeCommonAssetLoader.cpp
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42
src/ObjLoading/Localize/LocalizeCommonAssetLoader.cpp
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@ -0,0 +1,42 @@
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#include "LocalizeCommonAssetLoader.h"
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#include "Localize/LocalizeCommon.h"
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#include "Localize/LocalizeReadingZoneState.h"
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#include "Localize/Parsing/LocalizeFileReader.h"
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#include <sstream>
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LocalizeCommonAssetLoader::LocalizeCommonAssetLoader(std::function<void(const CommonLocalizeEntry&)> entryCallback)
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: m_entry_callback(std::move(entryCallback))
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{
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}
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std::string LocalizeCommonAssetLoader::GetFileName(const std::string& assetName, Zone* zone) const
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{
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std::ostringstream ss;
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ss << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
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return ss.str();
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}
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bool LocalizeCommonAssetLoader::LoadLocalizeAsset(const std::string& assetName, ISearchPath* searchPath, IAssetLoadingManager* manager, Zone* zone) const
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{
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std::string fileName = GetFileName(assetName, zone);
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
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LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
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std::vector<CommonLocalizeEntry> localizeEntries;
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if (!reader.ReadLocalizeFile(localizeEntries))
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return false;
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for (const auto& entry : localizeEntries)
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{
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m_entry_callback(entry);
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}
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return true;
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}
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22
src/ObjLoading/Localize/LocalizeCommonAssetLoader.h
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22
src/ObjLoading/Localize/LocalizeCommonAssetLoader.h
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@ -0,0 +1,22 @@
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#pragma once
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Localize/CommonLocalizeEntry.h"
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#include "SearchPath/ISearchPath.h"
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#include "Zone/Zone.h"
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#include <functional>
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#include <string>
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class LocalizeCommonAssetLoader
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{
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public:
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explicit LocalizeCommonAssetLoader(std::function<void(const CommonLocalizeEntry&)> entryCallback);
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bool LoadLocalizeAsset(const std::string& assetName, ISearchPath* searchPath, IAssetLoadingManager* manager, Zone* zone) const;
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private:
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std::string GetFileName(const std::string& assetName, Zone* zone) const;
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std::function<void(const CommonLocalizeEntry&)> m_entry_callback;
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};
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@ -32,7 +32,7 @@ const std::vector<AbstractParser<SimpleParserValue, LocalizeFileParserState>::se
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return !m_state->m_end ? tests : noTests;
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}
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std::map<std::string, std::string> LocalizeFileParser::GetParsedValues()
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std::vector<CommonLocalizeEntry> LocalizeFileParser::GetParsedValues()
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{
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return std::move(m_state->m_entries);
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}
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@ -13,5 +13,5 @@ protected:
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public:
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LocalizeFileParser(SimpleLexer* lexer, GameLanguage language, LocalizeReadingZoneState* zoneState);
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std::map<std::string, std::string> GetParsedValues();
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std::vector<CommonLocalizeEntry> GetParsedValues();
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};
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@ -1,6 +1,7 @@
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#include "LocalizeFileParserState.h"
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#include "Localize/LocalizeCommon.h"
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#include "Utils/StringUtils.h"
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LocalizeFileParserState::LocalizeFileParserState(const GameLanguage language, LocalizeReadingZoneState* zoneState)
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: m_end(false),
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@ -8,6 +9,5 @@ LocalizeFileParserState::LocalizeFileParserState(const GameLanguage language, Lo
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m_zone_state(zoneState)
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{
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m_language_name_caps = LocalizeCommon::GetNameOfLanguage(m_language);
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for (auto& c : m_language_name_caps)
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c = static_cast<char>(toupper(c));
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utils::MakeStringUpperCase(m_language_name_caps);
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}
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@ -1,17 +1,18 @@
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#pragma once
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#include "Game/GameLanguage.h"
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#include "Localize/CommonLocalizeEntry.h"
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#include "Localize/LocalizeReadingZoneState.h"
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#include <map>
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#include <unordered_set>
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#include <vector>
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class LocalizeFileParserState
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{
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public:
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bool m_end;
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std::map<std::string, std::string> m_entries;
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std::vector<CommonLocalizeEntry> m_entries;
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GameLanguage m_language;
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LocalizeReadingZoneState* m_zone_state;
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@ -28,7 +28,7 @@ void LocalizeFileReader::SetupStreamProxies()
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m_stream = m_open_streams.back().get();
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}
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std::map<std::string, std::string> LocalizeFileReader::ReadLocalizeFile()
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bool LocalizeFileReader::ReadLocalizeFile(std::vector<CommonLocalizeEntry>& entries)
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{
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SimpleLexer::Config lexerConfig;
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lexerConfig.m_emit_new_line_tokens = true;
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@ -41,8 +41,11 @@ std::map<std::string, std::string> LocalizeFileReader::ReadLocalizeFile()
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const auto parser = std::make_unique<LocalizeFileParser>(lexer.get(), m_language, m_zone_state);
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if (parser->Parse())
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return parser->GetParsedValues();
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{
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entries = parser->GetParsedValues();
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return true;
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}
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std::cout << "Parsing localization file failed!" << std::endl;
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return std::map<std::string, std::string>();
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std::cerr << "Parsing localization file failed!" << std::endl;
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return false;
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}
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@ -1,6 +1,7 @@
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#pragma once
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#include "Game/GameLanguage.h"
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#include "Localize/CommonLocalizeEntry.h"
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#include "Localize/LocalizeReadingZoneState.h"
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#include "Parsing/IParserLineStream.h"
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@ -23,5 +24,5 @@ class LocalizeFileReader
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public:
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LocalizeFileReader(std::istream& stream, std::string fileName, GameLanguage language, LocalizeReadingZoneState* zoneState);
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std::map<std::string, std::string> ReadLocalizeFile();
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bool ReadLocalizeFile(std::vector<CommonLocalizeEntry>& entries);
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};
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@ -38,6 +38,6 @@ void SequenceLocalizeFileLanguageValue::ProcessMatch(LocalizeFileParserState* st
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std::cout << "Localize: a value for reference \"" << currentReference << "\" was already defined\n";
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}
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state->m_entries[currentReference] = valueToken.StringValue();
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state->m_entries.emplace_back(currentReference, valueToken.StringValue());
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}
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}
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