#include "RawLoaderPhysPresetIW4.h" #include "Game/IW4/IW4.h" #include "Game/IW4/ObjConstantsIW4.h" #include "InfoString/InfoString.h" #include "InfoStringLoaderPhysPresetIW4.h" #include "PhysPreset/PhysPresetCommon.h" #include #include using namespace IW4; namespace { class RawLoaderPhysPreset final : public AssetCreator { public: RawLoaderPhysPreset(MemoryManager& memory, ISearchPath& searchPath, Zone& zone) : m_search_path(searchPath), m_info_string_loader(memory, zone) { } AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override { const auto fileName = phys_preset::GetFileNameForAssetName(assetName); const auto file = m_search_path.Open(fileName); if (!file.IsOpen()) return AssetCreationResult::NoAction(); InfoString infoString; if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET, *file.m_stream)) { std::cerr << std::format("Could not parse as info string file: \"{}\"\n", fileName); return AssetCreationResult::Failure(); } return m_info_string_loader.CreateAsset(assetName, infoString, context); } private: ISearchPath& m_search_path; phys_preset::InfoStringLoaderIW4 m_info_string_loader; }; } // namespace namespace phys_preset { std::unique_ptr> CreateRawLoaderIW4(MemoryManager& memory, ISearchPath& searchPath, Zone& zone) { return std::make_unique(memory, searchPath, zone); } } // namespace phys_preset