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chore: fix loading and writing code for T6

This commit is contained in:
Jan
2024-12-31 12:38:01 +01:00
parent d8bc156ffd
commit 83d13aa166
193 changed files with 4129 additions and 4208 deletions

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#include "LoaderScriptT6.h"
#include "Game/T6/T6.h"
#include <cstring>
using namespace T6;
namespace
{
class ScriptLoader final : public AssetCreator<AssetScript>
{
public:
ScriptLoader(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto file = m_search_path.Open(assetName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
auto* scriptParseTree = m_memory.Alloc<ScriptParseTree>();
scriptParseTree->name = m_memory.Dup(assetName.c_str());
scriptParseTree->len = static_cast<int>(file.m_length);
auto* fileBuffer = m_memory.Alloc<char>(static_cast<size_t>(file.m_length + 1));
file.m_stream->read(fileBuffer, file.m_length);
if (file.m_stream->gcount() != file.m_length)
return AssetCreationResult::Failure();
fileBuffer[scriptParseTree->len] = '\0';
scriptParseTree->buffer = static_cast<char16*>(fileBuffer);
return AssetCreationResult::Success(context.AddAsset<AssetScript>(assetName, scriptParseTree));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace T6
{
std::unique_ptr<AssetCreator<AssetScript>> CreateScriptLoader(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<ScriptLoader>(memory, searchPath);
}
} // namespace T6

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#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T6/T6.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace T6
{
std::unique_ptr<AssetCreator<AssetScript>> CreateScriptLoader(MemoryManager& memory, ISearchPath& searchPath);
} // namespace T6