Reduced duplicated code between localize asset loaders

This commit is contained in:
Jan 2023-12-31 13:32:38 +01:00
parent 4eabf98712
commit 7c50dd84a7
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GPG Key ID: 44B581F78FF5C57C
11 changed files with 126 additions and 108 deletions

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@ -0,0 +1,9 @@
#include "CommonLocalizeEntry.h"
CommonLocalizeEntry::CommonLocalizeEntry() = default;
CommonLocalizeEntry::CommonLocalizeEntry(std::string key, std::string value)
: m_key(std::move(key)),
m_value(std::move(value))
{
}

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@ -0,0 +1,12 @@
#pragma once
#include <string>
class CommonLocalizeEntry
{
public:
std::string m_key;
std::string m_value;
CommonLocalizeEntry();
CommonLocalizeEntry(std::string key, std::string value);
};

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@ -1,9 +1,6 @@
#include "AssetLoaderLocalizeEntry.h" #include "AssetLoaderLocalizeEntry.h"
#include "Localize/LocalizeCommon.h" #include "Localize/LocalizeCommonAssetLoader.h"
#include "Localize/Parsing/LocalizeFileReader.h"
#include <sstream>
using namespace IW4; using namespace IW4;
@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
bool AssetLoaderLocalizeEntry::LoadFromRaw( bool AssetLoaderLocalizeEntry::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{ {
std::string fileName; LocalizeCommonAssetLoader commonLoader(
{ [memory, manager](const CommonLocalizeEntry& entry)
std::ostringstream str;
str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
fileName = str.str();
}
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
const auto localizeEntries = reader.ReadLocalizeFile();
for (const auto& [key, value] : localizeEntries)
{ {
auto* localizeEntry = memory->Create<LocalizeEntry>(); auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(key.c_str()); localizeEntry->name = memory->Dup(entry.m_key.c_str());
localizeEntry->value = memory->Dup(value.c_str()); localizeEntry->value = memory->Dup(entry.m_value.c_str());
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry); manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
} });
return true; return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
} }

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@ -1,4 +1,5 @@
#pragma once #pragma once
#include "AssetLoading/BasicAssetLoader.h" #include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h" #include "AssetLoading/IAssetLoadingManager.h"
#include "Game/IW4/IW4.h" #include "Game/IW4/IW4.h"

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@ -1,9 +1,6 @@
#include "AssetLoaderLocalizeEntry.h" #include "AssetLoaderLocalizeEntry.h"
#include "Localize/LocalizeCommon.h" #include "Localize/LocalizeCommonAssetLoader.h"
#include "Localize/Parsing/LocalizeFileReader.h"
#include <sstream>
using namespace IW5; using namespace IW5;
@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
bool AssetLoaderLocalizeEntry::LoadFromRaw( bool AssetLoaderLocalizeEntry::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{ {
std::string fileName; LocalizeCommonAssetLoader commonLoader(
{ [memory, manager](const CommonLocalizeEntry& entry)
std::ostringstream str;
str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
fileName = str.str();
}
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
const auto localizeEntries = reader.ReadLocalizeFile();
for (const auto& [key, value] : localizeEntries)
{ {
auto* localizeEntry = memory->Create<LocalizeEntry>(); auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(key.c_str()); localizeEntry->name = memory->Dup(entry.m_key.c_str());
localizeEntry->value = memory->Dup(value.c_str()); localizeEntry->value = memory->Dup(entry.m_value.c_str());
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry); manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
} });
return true; return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
} }

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@ -1,4 +1,5 @@
#pragma once #pragma once
#include "AssetLoading/BasicAssetLoader.h" #include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h" #include "AssetLoading/IAssetLoadingManager.h"
#include "Game/IW5/IW5.h" #include "Game/IW5/IW5.h"

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@ -1,9 +1,6 @@
#include "AssetLoaderLocalizeEntry.h" #include "AssetLoaderLocalizeEntry.h"
#include "Localize/LocalizeCommon.h" #include "Localize/LocalizeCommonAssetLoader.h"
#include "Localize/Parsing/LocalizeFileReader.h"
#include <sstream>
using namespace T5; using namespace T5;
@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
bool AssetLoaderLocalizeEntry::LoadFromRaw( bool AssetLoaderLocalizeEntry::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{ {
std::string fileName; LocalizeCommonAssetLoader commonLoader(
{ [memory, manager](const CommonLocalizeEntry& entry)
std::ostringstream str;
str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
fileName = str.str();
}
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
const auto localizeEntries = reader.ReadLocalizeFile();
for (const auto& [key, value] : localizeEntries)
{ {
auto* localizeEntry = memory->Create<LocalizeEntry>(); auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(key.c_str()); localizeEntry->name = memory->Dup(entry.m_key.c_str());
localizeEntry->value = memory->Dup(value.c_str()); localizeEntry->value = memory->Dup(entry.m_value.c_str());
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry); manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
} });
return true; return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
} }

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@ -1,4 +1,5 @@
#pragma once #pragma once
#include "AssetLoading/BasicAssetLoader.h" #include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h" #include "AssetLoading/IAssetLoadingManager.h"
#include "Game/T5/T5.h" #include "Game/T5/T5.h"

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@ -1,9 +1,6 @@
#include "AssetLoaderLocalizeEntry.h" #include "AssetLoaderLocalizeEntry.h"
#include "Localize/LocalizeCommon.h" #include "Localize/LocalizeCommonAssetLoader.h"
#include "Localize/Parsing/LocalizeFileReader.h"
#include <sstream>
using namespace T6; using namespace T6;
@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
bool AssetLoaderLocalizeEntry::LoadFromRaw( bool AssetLoaderLocalizeEntry::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{ {
std::string fileName; LocalizeCommonAssetLoader commonLoader(
{ [memory, manager](const CommonLocalizeEntry& entry)
std::ostringstream str;
str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
fileName = str.str();
}
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
const auto localizeEntries = reader.ReadLocalizeFile();
for (const auto& [key, value] : localizeEntries)
{ {
auto* localizeEntry = memory->Create<LocalizeEntry>(); auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(key.c_str()); localizeEntry->name = memory->Dup(entry.m_key.c_str());
localizeEntry->value = memory->Dup(value.c_str()); localizeEntry->value = memory->Dup(entry.m_value.c_str());
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry); manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
} });
return true; return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
} }

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@ -0,0 +1,40 @@
#include "LocalizeCommonAssetLoader.h"
#include "Localize/LocalizeCommon.h"
#include "Localize/LocalizeReadingZoneState.h"
#include "Localize/Parsing/LocalizeFileReader.h"
#include <sstream>
LocalizeCommonAssetLoader::LocalizeCommonAssetLoader(std::function<void(const CommonLocalizeEntry&)> entryCallback)
: m_entry_callback(std::move(entryCallback))
{
}
std::string LocalizeCommonAssetLoader::GetFileName(const std::string& assetName, Zone* zone) const
{
std::ostringstream ss;
ss << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
return ss.str();
}
bool LocalizeCommonAssetLoader::LoadLocalizeAsset(const std::string& assetName, ISearchPath* searchPath, IAssetLoadingManager* manager, Zone* zone) const
{
std::string fileName = GetFileName(assetName, zone);
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
const auto localizeEntries = reader.ReadLocalizeFile();
for (const auto& [key, value] : localizeEntries)
{
CommonLocalizeEntry entry(key, value);
m_entry_callback(entry);
}
return true;
}

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@ -0,0 +1,22 @@
#pragma once
#include "AssetLoading/IAssetLoadingManager.h"
#include "Localize/CommonLocalizeEntry.h"
#include "SearchPath/ISearchPath.h"
#include "Zone/Zone.h"
#include <functional>
#include <string>
class LocalizeCommonAssetLoader
{
public:
explicit LocalizeCommonAssetLoader(std::function<void(const CommonLocalizeEntry&)> entryCallback);
bool LoadLocalizeAsset(const std::string& assetName, ISearchPath* searchPath, IAssetLoadingManager* manager, Zone* zone) const;
private:
std::string GetFileName(const std::string& assetName, Zone* zone) const;
std::function<void(const CommonLocalizeEntry&)> m_entry_callback;
};