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https://github.com/Laupetin/OpenAssetTools.git
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IW5 support initial commit
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@@ -0,0 +1,51 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include <sstream>
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#include "Localize/LocalizeCommon.h"
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#include "Parsing/LocalizeFile/LocalizeFileReader.h"
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using namespace IW5;
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XAssetInfoGeneric* AssetLoaderLocalizeEntry::LoadFromGlobalAssetPools(const std::string& assetName) const
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{
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return nullptr;
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}
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void* AssetLoaderLocalizeEntry::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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return nullptr;
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}
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bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderLocalizeEntry::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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std::string fileName;
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{
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std::ostringstream str;
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str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
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fileName = str.str();
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}
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language);
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const auto localizeEntries = reader.ReadLocalizeFile();
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for (const auto& entry : localizeEntries)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
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}
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return true;
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}
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@@ -0,0 +1,17 @@
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#pragma once
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#include "Game/IW5/IW5.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW5
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{
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class AssetLoaderLocalizeEntry final : public BasicAssetLoader<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>
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{
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public:
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_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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}
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43
src/ObjLoading/Game/IW5/AssetLoaders/AssetLoaderRawFile.cpp
Normal file
43
src/ObjLoading/Game/IW5/AssetLoaders/AssetLoaderRawFile.cpp
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#include "AssetLoaderRawFile.h"
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#include <cstring>
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#include "Game/IW5/IW5.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW5;
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void* AssetLoaderRawFile::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* rawFile = memory->Create<RawFile>();
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memset(rawFile, 0, sizeof(RawFile));
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rawFile->name = memory->Dup(assetName.c_str());
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return rawFile;
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}
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bool AssetLoaderRawFile::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderRawFile::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const auto file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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auto* rawFile = memory->Create<RawFile>();
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rawFile->name = memory->Dup(assetName.c_str());
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rawFile->len = static_cast<int>(file.m_length);
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auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return false;
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fileBuffer[rawFile->len] = '\0';
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rawFile->data.buffer = fileBuffer;
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manager->AddAsset(ASSET_TYPE_RAWFILE, assetName, rawFile);
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return true;
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}
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16
src/ObjLoading/Game/IW5/AssetLoaders/AssetLoaderRawFile.h
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16
src/ObjLoading/Game/IW5/AssetLoaders/AssetLoaderRawFile.h
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#pragma once
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#include "Game/IW5/IW5.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW5
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{
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class AssetLoaderRawFile final : public BasicAssetLoader<ASSET_TYPE_RAWFILE, RawFile>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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}
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