Add AssetLoader for IW5 StringTable

This commit is contained in:
Jan 2023-08-22 17:20:43 +02:00
parent 3c2774614f
commit 3233186d8b
5 changed files with 115 additions and 1 deletions

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@ -4,6 +4,22 @@
using namespace IW5;
int Common::StringTable_HashString(const char* str)
{
if (!str)
return 0;
auto result = 0;
auto offset = 0;
while (str[offset])
{
const auto c = tolower(str[offset++]);
result = c + 31 * result;
}
return result;
}
PackedTexCoords Common::Vec2PackTexCoords(const vec2_t* in)
{
return PackedTexCoords{ Pack32::Vec2PackTexCoords(reinterpret_cast<const float*>(in)) };

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@ -7,6 +7,8 @@ namespace IW5
class Common
{
public:
static int StringTable_HashString(const char* str);
static PackedTexCoords Vec2PackTexCoords(const vec2_t* in);
static PackedUnitVec Vec3PackUnitVec(const vec3_t* in);
static GfxColor Vec4PackGfxColor(const vec4_t* in);

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@ -0,0 +1,79 @@
#include "AssetLoaderStringTable.h"
#include <cstring>
#include "ObjLoading.h"
#include "Csv/CsvStream.h"
#include "Game/IW5/CommonIW5.h"
#include "Game/IW5/IW5.h"
#include "Pool/GlobalAssetPool.h"
using namespace IW5;
void* AssetLoaderStringTable::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* stringTable = memory->Create<StringTable>();
memset(stringTable, 0, sizeof(StringTable));
stringTable->name = memory->Dup(assetName.c_str());
return stringTable;
}
bool AssetLoaderStringTable::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderStringTable::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())
return false;
auto* stringTable = memory->Create<StringTable>();
stringTable->name = memory->Dup(assetName.c_str());
std::vector<std::vector<std::string>> csvLines;
std::vector<std::string> currentLine;
auto maxCols = 0u;
const CsvInputStream csv(*file.m_stream);
while (csv.NextRow(currentLine))
{
if (currentLine.size() > maxCols)
maxCols = currentLine.size();
csvLines.emplace_back(std::move(currentLine));
currentLine = std::vector<std::string>();
}
stringTable->columnCount = static_cast<int>(maxCols);
stringTable->rowCount = static_cast<int>(csvLines.size());
const auto cellCount = static_cast<unsigned>(stringTable->rowCount) * static_cast<unsigned>(stringTable->columnCount);
if (cellCount)
{
stringTable->values = static_cast<StringTableCell*>(memory->Alloc(sizeof(StringTableCell) * cellCount));
for (auto row = 0u; row < csvLines.size(); row++)
{
const auto& rowValues = csvLines[row];
for (auto col = 0u; col < maxCols; col++)
{
auto& cell = stringTable->values[row * maxCols + col];
if (col >= rowValues.size() || rowValues[col].empty())
cell.string = "";
else
cell.string = memory->Dup(rowValues[col].c_str());
cell.hash = Common::StringTable_HashString(cell.string);
}
}
}
else
{
stringTable->values = nullptr;
}
manager->AddAsset(ASSET_TYPE_STRINGTABLE, assetName, stringTable);
return true;
}

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@ -0,0 +1,16 @@
#pragma once
#include "Game/IW5/IW5.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "SearchPath/ISearchPath.h"
namespace IW5
{
class AssetLoaderStringTable final : public BasicAssetLoader<ASSET_TYPE_STRINGTABLE, StringTable>
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}

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@ -6,6 +6,7 @@
#include "ObjLoading.h"
#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
#include "AssetLoaders/AssetLoaderRawFile.h"
#include "AssetLoaders/AssetLoaderStringTable.h"
#include "AssetLoading/AssetLoadingManager.h"
#include "Image/Dx9TextureLoader.h"
#include "Image/Texture.h"
@ -53,7 +54,7 @@ ObjLoader::ObjLoader()
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SURFACE_FX, SurfaceFxTable))
REGISTER_ASSET_LOADER(AssetLoaderRawFile)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SCRIPTFILE, ScriptFile))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
REGISTER_ASSET_LOADER(AssetLoaderStringTable)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LEADERBOARD, LeaderboardDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TRACER, TracerDef))