mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
chore: adjust IW3 asset loaders to fit IW4 format
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parent
7ef944ebd4
commit
a5873a301f
@ -12,14 +12,19 @@
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using namespace IW3;
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AssetLoaderImage::AssetLoaderImage(MemoryManager& memory, ISearchPath& searchPath)
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namespace
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{
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class ImageLoader final : public AssetCreator<AssetImage>
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{
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public:
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ImageLoader(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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{
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}
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{
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}
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AssetCreationResult AssetLoaderImage::CreateAsset(const std::string& assetName, AssetCreationContext& context)
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{
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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// Do not load any GfxImages from raw for now that are not loaded
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// TODO: Load iwis and add streaming info to asset
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if (assetName.empty() || assetName[0] != '*')
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@ -109,4 +114,18 @@ AssetCreationResult AssetLoaderImage::CreateAsset(const std::string& assetName,
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}
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return AssetCreationResult::Success(context.AddAsset<AssetImage>(assetName, image));
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}
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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} // namespace
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namespace IW3
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{
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std::unique_ptr<AssetCreator<AssetImage>> CreateImageLoader(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<ImageLoader>(memory, searchPath);
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}
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} // namespace IW3
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@ -5,17 +5,9 @@
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace IW3
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{
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class AssetLoaderImage final : public AssetCreator<AssetImage>
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{
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public:
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AssetLoaderImage(MemoryManager& memory, ISearchPath& searchPath);
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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std::unique_ptr<AssetCreator<AssetImage>> CreateImageLoader(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace IW3
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@ -1,23 +1,45 @@
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#include "AssetLoaderLocalizeIW3.h"
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#include "Localize/CommonLocalizeLoader.h"
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using namespace IW3;
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AssetLoaderLocalize::AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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namespace
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{
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class LocalizeLoader final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader
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{
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public:
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LocalizeLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: CommonLocalizeLoader(searchPath, zone),
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m_memory(memory)
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{
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}
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{
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}
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AssetCreationResult AssetLoaderLocalize::CreateAsset(const std::string& assetName, AssetCreationContext& context)
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{
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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return CreateLocalizeAsset(assetName, context);
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}
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}
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AssetCreationResult AssetLoaderLocalize::CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context)
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{
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protected:
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AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override
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{
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auto* asset = m_memory.Alloc<LocalizeEntry>();
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asset->name = m_memory.Dup(localizeEntry.m_key.c_str());
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asset->value = m_memory.Dup(localizeEntry.m_value.c_str());
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return AssetCreationResult::Success(context.AddAsset<AssetLocalize>(localizeEntry.m_key, asset));
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}
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}
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private:
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MemoryManager& m_memory;
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};
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} // namespace
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namespace IW3
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{
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std::unique_ptr<AssetCreator<AssetLocalize>> CreateLocalizeLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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{
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return std::make_unique<LocalizeLoader>(memory, searchPath, zone);
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}
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} // namespace IW3
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@ -2,22 +2,13 @@
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#include "Asset/IAssetCreator.h"
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#include "Game/IW3/IW3.h"
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#include "Localize/CommonLocalizeLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include "Zone/Zone.h"
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#include <memory>
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namespace IW3
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{
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class AssetLoaderLocalize final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader
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{
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public:
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AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
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protected:
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AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override;
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private:
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MemoryManager& m_memory;
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};
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std::unique_ptr<AssetCreator<AssetLocalize>> CreateLocalizeLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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} // namespace IW3
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@ -92,7 +92,7 @@ namespace
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXModel>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMaterial>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
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collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory, searchPath));
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collection.AddAssetCreator(CreateImageLoader(memory, searchPath));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSound>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundCurve>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderLoadedSound>(memory));
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@ -107,17 +107,17 @@ namespace
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// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
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collection.AddAssetCreator(std::make_unique<AssetLoaderLocalize>(memory, searchPath, zone));
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collection.AddAssetCreator(CreateLocalizeLoader(memory, searchPath, zone));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundDriverGlobals>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
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collection.AddAssetCreator(std::make_unique<AssetLoaderRawFile>(memory, searchPath));
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collection.AddAssetCreator(std::make_unique<AssetLoaderStringTable>(memory, searchPath));
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collection.AddAssetCreator(CreateRawFileLoader(memory, searchPath));
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collection.AddAssetCreator(CreateStringTableLoader(memory, searchPath));
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}
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} // namespace
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void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
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void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) const
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{
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ConfigureDefaultCreators(collection, zone);
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ConfigureLoaders(collection, zone, searchPath);
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@ -11,6 +11,6 @@ namespace IW3
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void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
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void UnloadContainersOfZone(Zone& zone) const override;
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void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const override;
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void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) const override;
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};
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} // namespace IW3
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@ -6,14 +6,19 @@
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using namespace IW3;
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AssetLoaderRawFile::AssetLoaderRawFile(MemoryManager& memory, ISearchPath& searchPath)
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namespace
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{
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class RawFileLoader final : public AssetCreator<AssetRawFile>
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{
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public:
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RawFileLoader(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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{
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}
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{
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}
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AssetCreationResult AssetLoaderRawFile::CreateAsset(const std::string& assetName, AssetCreationContext& context)
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{
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto file = m_search_path.Open(assetName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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@ -31,4 +36,18 @@ AssetCreationResult AssetLoaderRawFile::CreateAsset(const std::string& assetName
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rawFile->buffer = fileBuffer;
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return AssetCreationResult::Success(context.AddAsset<AssetRawFile>(assetName, rawFile));
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}
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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} // namespace
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namespace IW3
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{
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std::unique_ptr<AssetCreator<AssetRawFile>> CreateRawFileLoader(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<RawFileLoader>(memory, searchPath);
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}
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} // namespace IW3
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@ -5,17 +5,9 @@
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace IW3
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{
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class AssetLoaderRawFile final : public AssetCreator<AssetRawFile>
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{
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public:
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AssetLoaderRawFile(MemoryManager& memory, ISearchPath& searchPath);
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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std::unique_ptr<AssetCreator<AssetRawFile>> CreateRawFileLoader(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace IW3
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@ -1,21 +1,25 @@
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#include "AssetLoaderStringTableIW3.h"
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#include "Game/IW3/IW3.h"
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#include "Pool/GlobalAssetPool.h"
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#include "StringTable/StringTableLoader.h"
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#include <cstring>
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using namespace IW3;
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AssetLoaderStringTable::AssetLoaderStringTable(MemoryManager& memory, ISearchPath& searchPath)
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namespace
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{
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class StringTableLoader final : public AssetCreator<AssetStringTable>
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{
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public:
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StringTableLoader(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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{
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}
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{
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}
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AssetCreationResult AssetLoaderStringTable::CreateAsset(const std::string& assetName, AssetCreationContext& context)
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{
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto file = m_search_path.Open(assetName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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@ -26,4 +30,18 @@ AssetCreationResult AssetLoaderStringTable::CreateAsset(const std::string& asset
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return AssetCreationResult::Failure();
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return AssetCreationResult::Success(context.AddAsset<AssetStringTable>(assetName, stringTable));
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}
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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} // namespace
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namespace IW3
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{
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std::unique_ptr<AssetCreator<AssetStringTable>> CreateStringTableLoader(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<StringTableLoader>(memory, searchPath);
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}
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} // namespace IW3
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace IW3
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{
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class AssetLoaderStringTable final : public AssetCreator<AssetRawFile>
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{
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public:
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AssetLoaderStringTable(MemoryManager& memory, ISearchPath& searchPath);
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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std::unique_ptr<AssetCreator<AssetStringTable>> CreateStringTableLoader(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace IW3
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