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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-30 16:27:47 +00:00

Add base for IW5 menu parsing based on IW4 menu parser

This commit is contained in:
Jan
2023-08-23 20:51:40 +02:00
parent 399d8e834d
commit fc57032937
10 changed files with 1620 additions and 3 deletions

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#include "AssetLoaderMenuDef.h"
#include <cstring>
#include "ObjLoading.h"
#include "Game/IW5/IW5.h"
#include "Pool/GlobalAssetPool.h"
using namespace IW5;
void* AssetLoaderMenuDef::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* menu = memory->Create<menuDef_t>();
memset(menu, 0, sizeof(menuDef_t));
menu->window.name = memory->Dup(assetName.c_str());
return menu;
}

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#pragma once
#include "Game/IW5/IW5.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "SearchPath/ISearchPath.h"
namespace IW5
{
class AssetLoaderMenuDef final : public BasicAssetLoader<ASSET_TYPE_MENU, menuDef_t>
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
};
}

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#include "AssetLoaderMenuList.h"
#include <cstring>
#include <iostream>
#include "ObjLoading.h"
#include "Game/IW5/IW5.h"
#include "Game/IW5/Menu/MenuConversionZoneStateIW5.h"
#include "Game/IW5/Menu/MenuConverterIW5.h"
#include "Parsing/Menu/MenuFileReader.h"
#include "Pool/GlobalAssetPool.h"
using namespace IW5;
namespace IW5
{
class MenuLoader
{
public:
static bool ProcessParsedResults(const std::string& fileName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, menu::ParsingResult* parsingResult,
menu::MenuAssetZoneState* zoneState, MenuConversionZoneState* conversionState, std::vector<menuDef_t*>& menus,
std::vector<XAssetInfoGeneric*>& menuListDependencies)
{
const auto menuCount = parsingResult->m_menus.size();
const auto functionCount = parsingResult->m_functions.size();
const auto menuLoadCount = parsingResult->m_menus_to_load.size();
auto totalItemCount = 0u;
for (const auto& menu : parsingResult->m_menus)
totalItemCount += menu->m_items.size();
std::cout << "Successfully read menu file \"" << fileName << "\" (" << menuLoadCount << " loads, " << menuCount << " menus, " << functionCount << " functions, " << totalItemCount <<
" items)\n";
// Add all functions to the zone state to make them available for all menus to be converted
for (auto& function : parsingResult->m_functions)
zoneState->AddFunction(std::move(function));
// Prepare a list of all menus of this file
std::vector<XAssetInfo<menuDef_t>*> allMenusOfFile;
allMenusOfFile.reserve(parsingResult->m_menus.size());
// Convert all menus and add them as assets
for (auto& menu : parsingResult->m_menus)
{
MenuConverter converter(ObjLoading::Configuration.MenuNoOptimization, searchPath, memory, manager);
auto* menuAsset = converter.ConvertMenu(*menu);
if (menuAsset == nullptr)
{
std::cout << "Failed to convert menu file \"" << menu->m_name << "\"\n";
return false;
}
menus.push_back(menuAsset);
auto* menuAssetInfo = manager->AddAsset(ASSET_TYPE_MENU, menu->m_name, menuAsset, std::move(converter.GetDependencies()), std::vector<scr_string_t>());
if (menuAssetInfo)
{
allMenusOfFile.push_back(reinterpret_cast<XAssetInfo<menuDef_t>*>(menuAssetInfo));
menuListDependencies.push_back(menuAssetInfo);
}
zoneState->AddMenu(std::move(menu));
}
// Register this file with all loaded menus
conversionState->AddLoadedFile(fileName, std::move(allMenusOfFile));
return true;
}
static MenuList* CreateMenuListAsset(const std::string& assetName, MemoryManager* memory, const std::vector<menuDef_t*>& menus)
{
auto* menuListAsset = memory->Create<MenuList>();
menuListAsset->name = memory->Dup(assetName.c_str());
menuListAsset->menuCount = static_cast<int>(menus.size());
if (menuListAsset->menuCount > 0)
{
menuListAsset->menus = static_cast<menuDef_t**>(memory->Alloc(sizeof(uintptr_t) * menuListAsset->menuCount));
for (auto i = 0; i < menuListAsset->menuCount; i++)
menuListAsset->menus[i] = menus[i];
}
else
menuListAsset->menus = nullptr;
return menuListAsset;
}
static std::unique_ptr<menu::ParsingResult> ParseMenuFile(const std::string& menuFileName, ISearchPath* searchPath, const menu::MenuAssetZoneState* zoneState)
{
const auto file = searchPath->Open(menuFileName);
if (!file.IsOpen())
return nullptr;
menu::MenuFileReader reader(*file.m_stream, menuFileName, menu::FeatureLevel::IW5, [searchPath](const std::string& filename, const std::string& sourceFile) -> std::unique_ptr<std::istream>
{
auto foundFileToInclude = searchPath->Open(filename);
if (!foundFileToInclude.IsOpen() || !foundFileToInclude.m_stream)
return nullptr;
return std::move(foundFileToInclude.m_stream);
});
reader.IncludeZoneState(zoneState);
reader.SetPermissiveMode(ObjLoading::Configuration.MenuPermissiveParsing);
return reader.ReadMenuFile();
}
};
}
void* AssetLoaderMenuList::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* menuList = memory->Create<MenuList>();
memset(menuList, 0, sizeof(MenuList));
menuList->name = memory->Dup(assetName.c_str());
return menuList;
}
bool AssetLoaderMenuList::CanLoadFromRaw() const
{
return true;
}
bool BuildMenuFileQueue(std::deque<std::string>& menuLoadQueue, const std::string& menuListAssetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, menu::MenuAssetZoneState* zoneState,
MenuConversionZoneState* conversionState, std::vector<menuDef_t*>& menus, std::vector<XAssetInfoGeneric*>& menuListDependencies)
{
const auto alreadyLoadedMenuListFileMenus = conversionState->m_menus_by_filename.find(menuListAssetName);
if (alreadyLoadedMenuListFileMenus == conversionState->m_menus_by_filename.end())
{
const auto menuListResult = MenuLoader::ParseMenuFile(menuListAssetName, searchPath, zoneState);
if (menuListResult)
{
MenuLoader::ProcessParsedResults(menuListAssetName, searchPath, memory, manager, menuListResult.get(), zoneState, conversionState, menus, menuListDependencies);
for (const auto& menuToLoad : menuListResult->m_menus_to_load)
menuLoadQueue.push_back(menuToLoad);
zoneState->AddMenusToLoad(menuListAssetName, std::move(menuListResult->m_menus_to_load));
}
else
return false;
}
return true;
}
void LoadMenuFileFromQueue(const std::string& menuFilePath, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, menu::MenuAssetZoneState* zoneState,
MenuConversionZoneState* conversionState, std::vector<menuDef_t*>& menus, std::vector<XAssetInfoGeneric*>& menuListDependencies)
{
const auto alreadyLoadedMenuFile = conversionState->m_menus_by_filename.find(menuFilePath);
if (alreadyLoadedMenuFile != conversionState->m_menus_by_filename.end())
{
std::cout << "Already loaded \"" << menuFilePath << "\", skipping\n";
for (auto* menu : alreadyLoadedMenuFile->second)
{
menus.push_back(menu->Asset());
menuListDependencies.push_back(menu);
}
return;
}
const auto menuFileResult = MenuLoader::ParseMenuFile(menuFilePath, searchPath, zoneState);
if (menuFileResult)
{
MenuLoader::ProcessParsedResults(menuFilePath, searchPath, memory, manager, menuFileResult.get(), zoneState, conversionState, menus, menuListDependencies);
if (!menuFileResult->m_menus_to_load.empty())
std::cout << "WARNING: Menu file has menus to load even though it is not a menu list, ignoring: \"" << menuFilePath << "\"\n";
}
else
std::cerr << "Could not read menu file \"" << menuFilePath << "\"\n";
}
bool AssetLoaderMenuList::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
std::vector<menuDef_t*> menus;
std::vector<XAssetInfoGeneric*> menuListDependencies;
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<menu::MenuAssetZoneState>();
auto* conversionState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<MenuConversionZoneState>();
std::deque<std::string> menuLoadQueue;
if (!BuildMenuFileQueue(menuLoadQueue, assetName, searchPath, memory, manager, zoneState, conversionState, menus, menuListDependencies))
return false;
while(!menuLoadQueue.empty())
{
const auto& menuFileToLoad = menuLoadQueue.front();
LoadMenuFileFromQueue(menuFileToLoad, searchPath, memory, manager, zoneState, conversionState, menus, menuListDependencies);
menuLoadQueue.pop_front();
}
auto* menuListAsset = MenuLoader::CreateMenuListAsset(assetName, memory, menus);
if (menuListAsset)
manager->AddAsset(ASSET_TYPE_MENULIST, assetName, menuListAsset, menuListDependencies, std::vector<scr_string_t>());
return true;
}
void AssetLoaderMenuList::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
context->GetZoneAssetLoaderState<MenuConversionZoneState>()->FinalizeSupportingData();
}

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#pragma once
#include "Game/IW5/IW5.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "SearchPath/ISearchPath.h"
namespace IW5
{
class AssetLoaderMenuList final : public BasicAssetLoader<ASSET_TYPE_MENULIST, MenuList>
{
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;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}