feat: add iw3 StringTable loading via generic loader

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Jan 2024-01-20 16:32:11 +01:00
parent 4696011d9d
commit 8de849dc85
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3 changed files with 145 additions and 0 deletions

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#include "AssetLoaderStringTable.h"
#include "Csv/CsvStream.h"
#include "Game/IW3/CommonIW3.h"
#include "ObjLoading.h"
#include "Pool/GlobalAssetPool.h"
#include "StringTable/StringTableLoader.h"
#include <cstring>
using namespace IW3;
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;
string_table::StringTableLoaderV1<StringTable> loader;
auto* stringTable = loader.LoadFromStream(assetName, *memory, *file.m_stream);
manager->AddAsset(ASSET_TYPE_STRINGTABLE, assetName, stringTable);
return true;
}

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#pragma once
#include "AssetLoading/BasicAssetLoader.h"
#include "Game/IW3/IW3.h"
#include "SearchPath/ISearchPath.h"
namespace IW3
{
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;
};
} // namespace IW3

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#pragma once
#include "Csv/CsvStream.h"
#include <algorithm>
#include <istream>
#include <type_traits>
#include <vector>
namespace string_table
{
template<typename StringTableType, typename CellType> class AbstractStringTableLoader
{
protected:
AbstractStringTableLoader() = default;
virtual ~AbstractStringTableLoader() = default;
AbstractStringTableLoader(const AbstractStringTableLoader& other) = default;
AbstractStringTableLoader(AbstractStringTableLoader&& other) noexcept = default;
AbstractStringTableLoader& operator=(const AbstractStringTableLoader& other) = default;
AbstractStringTableLoader& operator=(AbstractStringTableLoader&& other) noexcept = default;
virtual void SetCellContent(CellType& cell, const char* content) = 0;
virtual void PostProcessStringTable(StringTableType* stringTable, const unsigned cellCount, MemoryManager& memory) {}
public:
StringTableType* LoadFromStream(const std::string& assetName, MemoryManager& memory, std::istream& stream)
{
auto* stringTable = memory.Create<StringTableType>();
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(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<CellType*>(memory.Alloc(sizeof(CellType) * 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())
SetCellContent(cell, "");
else
SetCellContent(cell, memory.Dup(rowValues[col].c_str()));
}
}
}
else
{
stringTable->values = nullptr;
}
PostProcessStringTable(stringTable, cellCount, memory);
return stringTable;
}
};
// =================================
// V1: IW3
// - Cells are const char*
// =================================
template<typename StringTableType> class StringTableLoaderV1 final : public AbstractStringTableLoader<StringTableType, const char*>
{
protected:
void SetCellContent(const char*& cell, const char* content) override
{
cell = content;
}
};
} // namespace string_table