#include "AssetLoaderRawFile.h" #include #include "Game/IW4/IW4.h" #include "Pool/GlobalAssetPool.h" using namespace IW4; void* AssetLoaderRawFile::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) { auto* rawFile = memory->Create(); memset(rawFile, 0, sizeof(RawFile)); rawFile->name = memory->Dup(assetName.c_str()); return rawFile; } bool AssetLoaderRawFile::CanLoadFromRaw() const { return true; } bool AssetLoaderRawFile::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const { const auto file = searchPath->Open(assetName); if (!file.IsOpen()) return false; auto* rawFile = memory->Create(); rawFile->name = memory->Dup(assetName.c_str()); rawFile->len = static_cast(file.m_length); auto* fileBuffer = static_cast(memory->Alloc(static_cast(file.m_length + 1))); file.m_stream->read(fileBuffer, file.m_length); if (file.m_stream->gcount() != file.m_length) return false; fileBuffer[rawFile->len] = '\0'; rawFile->data.buffer = fileBuffer; manager->AddAsset(ASSET_TYPE_RAWFILE, assetName, rawFile); return true; }