mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-01-11 19:21:50 +00:00
refactor: streamline stringtable dumper
This commit is contained in:
@@ -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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