#include "AssetLoaderSlug.h" #include #include "Game/T6/T6.h" #include "Pool/GlobalAssetPool.h" using namespace T6; void* AssetLoaderSlug::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) { auto* slug = memory->Create(); memset(slug, 0, sizeof(Slug)); slug->name = memory->Dup(assetName.c_str()); return slug; } bool AssetLoaderSlug::CanLoadFromRaw() const { return true; } bool AssetLoaderSlug::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* slug = memory->Create(); slug->name = memory->Dup(assetName.c_str()); slug->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[slug->len] = '\0'; slug->buffer = static_cast(fileBuffer); manager->AddAsset(ASSET_TYPE_SLUG, assetName, slug); return true; }