mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-08-30 21:53:15 +00:00
refactor: streamline stringtable dumper
This commit is contained in:
@@ -9,7 +9,7 @@
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#include "ObjWriting.h"
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#include "RawFile/RawFileDumperIW3.h"
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#include "Sound/AssetDumperLoadedSound.h"
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#include "StringTable/AssetDumperStringTable.h"
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#include "StringTable/StringTableDumperIW3.h"
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#include "Weapon/AssetDumperWeapon.h"
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using namespace IW3;
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@@ -50,7 +50,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx, ASSET_TYPE_FX)
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// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table, ASSET_TYPE_IMPACT_FX)
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DUMP_ASSET_POOL(raw_file::Dumper, m_raw_file, ASSET_TYPE_RAWFILE)
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DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table, ASSET_TYPE_STRINGTABLE)
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DUMP_ASSET_POOL(string_table::Dumper, m_string_table, ASSET_TYPE_STRINGTABLE)
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return true;
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@@ -1,31 +0,0 @@
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#include "AssetDumperStringTable.h"
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#include "Csv/CsvStream.h"
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using namespace IW3;
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bool AssetDumperStringTable::ShouldDump(XAssetInfo<StringTable>* asset)
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{
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return true;
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}
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void AssetDumperStringTable::DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset)
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{
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const auto* stringTable = asset->Asset();
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const auto assetFile = context.OpenAssetFile(asset->m_name);
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if (!assetFile)
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return;
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CsvOutputStream csv(*assetFile);
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for (auto row = 0; row < stringTable->rowCount; row++)
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{
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for (auto column = 0; column < stringTable->columnCount; column++)
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{
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csv.WriteColumn(stringTable->values[column + row * stringTable->columnCount]);
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}
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csv.NextRow();
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}
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}
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34
src/ObjWriting/Game/IW3/StringTable/StringTableDumperIW3.cpp
Normal file
34
src/ObjWriting/Game/IW3/StringTable/StringTableDumperIW3.cpp
Normal file
@@ -0,0 +1,34 @@
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#include "StringTableDumperIW3.h"
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#include "Csv/CsvStream.h"
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using namespace IW3;
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namespace IW3::string_table
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{
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bool Dumper::ShouldDump(XAssetInfo<StringTable>* asset)
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{
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return true;
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}
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void Dumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset)
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{
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const auto* stringTable = asset->Asset();
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const auto assetFile = context.OpenAssetFile(asset->m_name);
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if (!assetFile)
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return;
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CsvOutputStream csv(*assetFile);
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for (auto row = 0; row < stringTable->rowCount; row++)
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{
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for (auto column = 0; column < stringTable->columnCount; column++)
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{
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csv.WriteColumn(stringTable->values[column + row * stringTable->columnCount]);
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}
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csv.NextRow();
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}
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}
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} // namespace IW3::string_table
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@@ -3,9 +3,9 @@
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW3/IW3.h"
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namespace IW3
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namespace IW3::string_table
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{
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class AssetDumperStringTable final : public AbstractAssetDumper<StringTable>
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class Dumper final : public AbstractAssetDumper<StringTable>
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{
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protected:
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bool ShouldDump(XAssetInfo<StringTable>* asset) override;
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@@ -19,7 +19,7 @@
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#include "Shader/AssetDumperVertexShader.h"
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#include "Sound/AssetDumperLoadedSound.h"
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#include "Sound/AssetDumperSndCurve.h"
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#include "StringTable/AssetDumperStringTable.h"
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#include "StringTable/StringTableDumperIW4.h"
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#include "StructuredDataDef/AssetDumperStructuredDataDefSet.h"
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#include "Techset/AssetDumperTechniqueSet.h"
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#include "Tracer/AssetDumperTracer.h"
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@@ -71,7 +71,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx, ASSET_TYPE_FX)
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// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table, ASSET_TYPE_IMPACT_FX)
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DUMP_ASSET_POOL(raw_file::Dumper, m_raw_file, ASSET_TYPE_RAWFILE)
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DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table, ASSET_TYPE_STRINGTABLE)
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DUMP_ASSET_POOL(string_table::Dumper, m_string_table, ASSET_TYPE_STRINGTABLE)
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DUMP_ASSET_POOL(leaderboard::JsonDumper, m_leaderboard, ASSET_TYPE_LEADERBOARD)
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DUMP_ASSET_POOL(AssetDumperStructuredDataDefSet, m_structed_data_def_set, ASSET_TYPE_STRUCTURED_DATA_DEF)
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DUMP_ASSET_POOL(AssetDumperTracer, m_tracer, ASSET_TYPE_TRACER)
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@@ -1,39 +0,0 @@
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#include "AssetDumperStringTable.h"
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#include "Csv/CsvStream.h"
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using namespace IW4;
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bool AssetDumperStringTable::ShouldDump(XAssetInfo<StringTable>* asset)
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{
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return true;
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}
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void AssetDumperStringTable::DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset)
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{
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const auto* stringTable = asset->Asset();
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const auto assetFile = context.OpenAssetFile(asset->m_name);
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if (!assetFile)
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return;
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CsvOutputStream csv(*assetFile);
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for (auto row = 0; row < stringTable->rowCount; row++)
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{
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for (auto column = 0; column < stringTable->columnCount; column++)
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{
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const auto* cell = &stringTable->values[column + row * stringTable->columnCount];
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if (cell->string != nullptr)
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{
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csv.WriteColumn(cell->string);
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}
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else
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{
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csv.WriteColumn("");
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}
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}
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csv.NextRow();
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}
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}
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42
src/ObjWriting/Game/IW4/StringTable/StringTableDumperIW4.cpp
Normal file
42
src/ObjWriting/Game/IW4/StringTable/StringTableDumperIW4.cpp
Normal file
@@ -0,0 +1,42 @@
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#include "StringTableDumperIW4.h"
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#include "Csv/CsvStream.h"
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using namespace IW4;
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namespace IW4::string_table
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{
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bool Dumper::ShouldDump(XAssetInfo<StringTable>* asset)
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{
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return true;
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}
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void Dumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset)
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{
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const auto* stringTable = asset->Asset();
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const auto assetFile = context.OpenAssetFile(asset->m_name);
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if (!assetFile)
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return;
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CsvOutputStream csv(*assetFile);
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for (auto row = 0; row < stringTable->rowCount; row++)
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{
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for (auto column = 0; column < stringTable->columnCount; column++)
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{
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const auto* cell = &stringTable->values[column + row * stringTable->columnCount];
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if (cell->string != nullptr)
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{
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csv.WriteColumn(cell->string);
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}
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else
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{
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csv.WriteColumn("");
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}
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}
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csv.NextRow();
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}
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}
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} // namespace IW4::string_table
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@@ -3,12 +3,12 @@
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW4/IW4.h"
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namespace IW4
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namespace IW4::string_table
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{
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class AssetDumperStringTable final : public AbstractAssetDumper<StringTable>
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class Dumper final : public AbstractAssetDumper<StringTable>
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{
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protected:
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bool ShouldDump(XAssetInfo<StringTable>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset) override;
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};
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} // namespace IW4
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} // namespace IW4::string_table
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@@ -13,7 +13,7 @@
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#include "RawFile/RawFileDumperIW5.h"
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#include "Script/ScriptDumperIW5.h"
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#include "Sound/AssetDumperLoadedSound.h"
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#include "StringTable/AssetDumperStringTable.h"
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#include "StringTable/StringTableDumperIW5.h"
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#include "Weapon/AssetDumperWeapon.h"
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#include "Weapon/AssetDumperWeaponAttachment.h"
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@@ -63,7 +63,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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// DUMP_ASSET_POOL(AssetDumperSurfaceFxTable, m_surface_fx_table, ASSET_TYPE_SURFACE_FX)
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DUMP_ASSET_POOL(raw_file::Dumper, m_raw_file, ASSET_TYPE_RAWFILE)
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DUMP_ASSET_POOL(script::Dumper, m_script_file, ASSET_TYPE_SCRIPTFILE)
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DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table, ASSET_TYPE_STRINGTABLE)
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DUMP_ASSET_POOL(string_table::Dumper, m_string_table, ASSET_TYPE_STRINGTABLE)
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DUMP_ASSET_POOL(leaderboard::JsonDumper, m_leaderboard, ASSET_TYPE_LEADERBOARD)
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// DUMP_ASSET_POOL(AssetDumperStructuredDataDefSet, m_structed_data_def_set, ASSET_TYPE_STRUCTURED_DATA_DEF)
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// DUMP_ASSET_POOL(AssetDumperTracerDef, m_tracer, ASSET_TYPE_TRACER)
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@@ -1,39 +0,0 @@
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#include "AssetDumperStringTable.h"
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#include "Csv/CsvStream.h"
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using namespace IW5;
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bool AssetDumperStringTable::ShouldDump(XAssetInfo<StringTable>* asset)
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{
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return true;
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}
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void AssetDumperStringTable::DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset)
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{
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const auto* stringTable = asset->Asset();
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const auto assetFile = context.OpenAssetFile(asset->m_name);
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if (!assetFile)
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return;
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CsvOutputStream csv(*assetFile);
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for (auto row = 0; row < stringTable->rowCount; row++)
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{
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for (auto column = 0; column < stringTable->columnCount; column++)
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{
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const auto* cell = &stringTable->values[column + row * stringTable->columnCount];
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if (cell->string != nullptr)
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{
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csv.WriteColumn(cell->string);
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}
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else
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{
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csv.WriteColumn("");
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}
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}
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csv.NextRow();
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}
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}
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42
src/ObjWriting/Game/IW5/StringTable/StringTableDumperIW5.cpp
Normal file
42
src/ObjWriting/Game/IW5/StringTable/StringTableDumperIW5.cpp
Normal file
@@ -0,0 +1,42 @@
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#include "StringTableDumperIW5.h"
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#include "Csv/CsvStream.h"
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using namespace IW5;
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namespace IW5::string_table
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{
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bool Dumper::ShouldDump(XAssetInfo<StringTable>* asset)
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{
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return true;
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}
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void Dumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset)
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{
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const auto* stringTable = asset->Asset();
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const auto assetFile = context.OpenAssetFile(asset->m_name);
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if (!assetFile)
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return;
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CsvOutputStream csv(*assetFile);
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for (auto row = 0; row < stringTable->rowCount; row++)
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{
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for (auto column = 0; column < stringTable->columnCount; column++)
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{
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const auto* cell = &stringTable->values[column + row * stringTable->columnCount];
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if (cell->string != nullptr)
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{
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csv.WriteColumn(cell->string);
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}
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else
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{
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csv.WriteColumn("");
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}
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}
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csv.NextRow();
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}
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}
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} // namespace IW5::string_table
|
@@ -3,12 +3,12 @@
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW5/IW5.h"
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namespace IW5
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namespace IW5::string_table
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{
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class AssetDumperStringTable final : public AbstractAssetDumper<StringTable>
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class Dumper final : public AbstractAssetDumper<StringTable>
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{
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protected:
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bool ShouldDump(XAssetInfo<StringTable>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset) override;
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};
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} // namespace IW5
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} // namespace IW5::string_table
|
@@ -8,7 +8,7 @@
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#include "ObjWriting.h"
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#include "RawFile/RawFileDumperT5.h"
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#include "Sound/AssetDumperSndBank.h"
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#include "StringTable/AssetDumperStringTable.h"
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#include "StringTable/StringTableDumperT5.h"
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#include "Weapon/AssetDumperWeapon.h"
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using namespace T5;
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@@ -50,7 +50,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx, ASSET_TYPE_FX)
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// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table, ASSET_TYPE_IMPACT_FX)
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DUMP_ASSET_POOL(raw_file::Dumper, m_raw_file, ASSET_TYPE_RAWFILE)
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DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table, ASSET_TYPE_STRINGTABLE)
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DUMP_ASSET_POOL(string_table::Dumper, m_string_table, ASSET_TYPE_STRINGTABLE)
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// DUMP_ASSET_POOL(AssetDumperPackIndex, m_pack_index, ASSET_TYPE_PACK_INDEX)
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// DUMP_ASSET_POOL(AssetDumperXGlobals, m_xglobals, ASSET_TYPE_XGLOBALS)
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// DUMP_ASSET_POOL(AssetDumperDDLRoot, m_ddl, ASSET_TYPE_DDL)
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|
@@ -1,39 +0,0 @@
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#include "AssetDumperStringTable.h"
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#include "Csv/CsvStream.h"
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using namespace T5;
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bool AssetDumperStringTable::ShouldDump(XAssetInfo<StringTable>* asset)
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{
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return true;
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}
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void AssetDumperStringTable::DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset)
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{
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const auto* stringTable = asset->Asset();
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const auto assetFile = context.OpenAssetFile(asset->m_name);
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|
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if (!assetFile)
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return;
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CsvOutputStream csv(*assetFile);
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|
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for (auto row = 0; row < stringTable->rowCount; row++)
|
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{
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for (auto column = 0; column < stringTable->columnCount; column++)
|
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{
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const auto* cell = &stringTable->values[column + row * stringTable->columnCount];
|
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if (cell->string != nullptr)
|
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{
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csv.WriteColumn(cell->string);
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}
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else
|
||||
{
|
||||
csv.WriteColumn("");
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||||
}
|
||||
}
|
||||
|
||||
csv.NextRow();
|
||||
}
|
||||
}
|
42
src/ObjWriting/Game/T5/StringTable/StringTableDumperT5.cpp
Normal file
42
src/ObjWriting/Game/T5/StringTable/StringTableDumperT5.cpp
Normal file
@@ -0,0 +1,42 @@
|
||||
#include "StringTableDumperT5.h"
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||||
|
||||
#include "Csv/CsvStream.h"
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||||
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||||
using namespace T5;
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||||
|
||||
namespace T5::string_table
|
||||
{
|
||||
bool Dumper::ShouldDump(XAssetInfo<StringTable>* asset)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void Dumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset)
|
||||
{
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||||
const auto* stringTable = asset->Asset();
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const auto assetFile = context.OpenAssetFile(asset->m_name);
|
||||
|
||||
if (!assetFile)
|
||||
return;
|
||||
|
||||
CsvOutputStream csv(*assetFile);
|
||||
|
||||
for (auto row = 0; row < stringTable->rowCount; row++)
|
||||
{
|
||||
for (auto column = 0; column < stringTable->columnCount; column++)
|
||||
{
|
||||
const auto* cell = &stringTable->values[column + row * stringTable->columnCount];
|
||||
if (cell->string != nullptr)
|
||||
{
|
||||
csv.WriteColumn(cell->string);
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||||
}
|
||||
else
|
||||
{
|
||||
csv.WriteColumn("");
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||||
}
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||||
}
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||||
|
||||
csv.NextRow();
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||||
}
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}
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} // namespace T5::string_table
|
@@ -3,12 +3,12 @@
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||||
#include "Dumping/AbstractAssetDumper.h"
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||||
#include "Game/T5/T5.h"
|
||||
|
||||
namespace T5
|
||||
namespace T5::string_table
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||||
{
|
||||
class AssetDumperStringTable final : public AbstractAssetDumper<StringTable>
|
||||
class Dumper final : public AbstractAssetDumper<StringTable>
|
||||
{
|
||||
protected:
|
||||
bool ShouldDump(XAssetInfo<StringTable>* asset) override;
|
||||
void DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset) override;
|
||||
};
|
||||
} // namespace T5
|
||||
} // namespace T5::string_table
|
@@ -17,7 +17,7 @@
|
||||
#include "Slug/SlugDumperT6.h"
|
||||
#include "Sound/AssetDumperSndBank.h"
|
||||
#include "Sound/AssetDumperSndDriverGlobals.h"
|
||||
#include "StringTable/AssetDumperStringTable.h"
|
||||
#include "StringTable/StringTableDumperT6.h"
|
||||
#include "Techset/AssetDumperTechniqueSet.h"
|
||||
#include "Tracer/AssetDumperTracer.h"
|
||||
#include "Vehicle/AssetDumperVehicle.h"
|
||||
@@ -76,7 +76,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
|
||||
// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx, ASSET_TYPE_FX)
|
||||
// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table, ASSET_TYPE_IMPACT_FX)
|
||||
DUMP_ASSET_POOL(raw_file::Dumper, m_raw_file, ASSET_TYPE_RAWFILE)
|
||||
DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table, ASSET_TYPE_STRINGTABLE)
|
||||
DUMP_ASSET_POOL(string_table::Dumper, m_string_table, ASSET_TYPE_STRINGTABLE)
|
||||
DUMP_ASSET_POOL(leaderboard::JsonDumper, m_leaderboard, ASSET_TYPE_LEADERBOARD)
|
||||
// DUMP_ASSET_POOL(AssetDumperXGlobals, m_xglobals, ASSET_TYPE_XGLOBALS)
|
||||
// DUMP_ASSET_POOL(AssetDumperDDLRoot, m_ddl, ASSET_TYPE_DDL)
|
||||
|
@@ -1,39 +0,0 @@
|
||||
#include "AssetDumperStringTable.h"
|
||||
|
||||
#include "Csv/CsvStream.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
bool AssetDumperStringTable::ShouldDump(XAssetInfo<StringTable>* asset)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void AssetDumperStringTable::DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset)
|
||||
{
|
||||
const auto* stringTable = asset->Asset();
|
||||
const auto assetFile = context.OpenAssetFile(asset->m_name);
|
||||
|
||||
if (!assetFile)
|
||||
return;
|
||||
|
||||
CsvOutputStream csv(*assetFile);
|
||||
|
||||
for (auto row = 0; row < stringTable->rowCount; row++)
|
||||
{
|
||||
for (auto column = 0; column < stringTable->columnCount; column++)
|
||||
{
|
||||
const auto* cell = &stringTable->values[column + row * stringTable->columnCount];
|
||||
if (cell->string != nullptr)
|
||||
{
|
||||
csv.WriteColumn(cell->string);
|
||||
}
|
||||
else
|
||||
{
|
||||
csv.WriteColumn("");
|
||||
}
|
||||
}
|
||||
|
||||
csv.NextRow();
|
||||
}
|
||||
}
|
42
src/ObjWriting/Game/T6/StringTable/StringTableDumperT6.cpp
Normal file
42
src/ObjWriting/Game/T6/StringTable/StringTableDumperT6.cpp
Normal file
@@ -0,0 +1,42 @@
|
||||
#include "StringTableDumperT6.h"
|
||||
|
||||
#include "Csv/CsvStream.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
namespace T6::string_table
|
||||
{
|
||||
bool Dumper::ShouldDump(XAssetInfo<StringTable>* asset)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void Dumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset)
|
||||
{
|
||||
const auto* stringTable = asset->Asset();
|
||||
const auto assetFile = context.OpenAssetFile(asset->m_name);
|
||||
|
||||
if (!assetFile)
|
||||
return;
|
||||
|
||||
CsvOutputStream csv(*assetFile);
|
||||
|
||||
for (auto row = 0; row < stringTable->rowCount; row++)
|
||||
{
|
||||
for (auto column = 0; column < stringTable->columnCount; column++)
|
||||
{
|
||||
const auto* cell = &stringTable->values[column + row * stringTable->columnCount];
|
||||
if (cell->string != nullptr)
|
||||
{
|
||||
csv.WriteColumn(cell->string);
|
||||
}
|
||||
else
|
||||
{
|
||||
csv.WriteColumn("");
|
||||
}
|
||||
}
|
||||
|
||||
csv.NextRow();
|
||||
}
|
||||
}
|
||||
} // namespace T6::string_table
|
@@ -3,12 +3,12 @@
|
||||
#include "Dumping/AbstractAssetDumper.h"
|
||||
#include "Game/T6/T6.h"
|
||||
|
||||
namespace T6
|
||||
namespace T6::string_table
|
||||
{
|
||||
class AssetDumperStringTable final : public AbstractAssetDumper<StringTable>
|
||||
class Dumper final : public AbstractAssetDumper<StringTable>
|
||||
{
|
||||
protected:
|
||||
bool ShouldDump(XAssetInfo<StringTable>* asset) override;
|
||||
void DumpAsset(AssetDumpingContext& context, XAssetInfo<StringTable>* asset) override;
|
||||
};
|
||||
} // namespace T6
|
||||
} // namespace T6::string_table
|
Reference in New Issue
Block a user