#include "AssetLoaderLocalizeEntry.h" #include #include "Localize/LocalizeCommon.h" #include "Parsing/LocalizeFile/LocalizeFileReader.h" using namespace T6; XAssetInfoGeneric* AssetLoaderLocalizeEntry::LoadFromGlobalAssetPools(const std::string& assetName) const { return nullptr; } void* AssetLoaderLocalizeEntry::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) { return nullptr; } bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const { return true; } bool AssetLoaderLocalizeEntry::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const { std::string fileName; { std::ostringstream str; str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str"; fileName = str.str(); } const auto file = searchPath->Open(fileName); if (!file.IsOpen()) return false; LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language); const auto localizeEntries = reader.ReadLocalizeFile(); for(const auto& entry : localizeEntries) { auto* localizeEntry = memory->Create(); localizeEntry->name = memory->Dup(entry.m_key.c_str()); localizeEntry->value = memory->Dup(entry.m_value.c_str()); manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry); } return true; }