#include "MenuDumperIW4.h" #include "Game/IW4/GameAssetPoolIW4.h" #include "Game/IW4/Menu/MenuDumperIW4.h" #include "MenuListDumperIW4.h" #include "MenuWriterIW4.h" #include "ObjWriting.h" #include #include using namespace IW4; using namespace ::menu; namespace { std::string GetPathForMenu(MenuDumpingZoneState* zoneState, XAssetInfo* asset) { const auto menuDumpingState = zoneState->m_menu_dumping_state_map.find(asset->Asset()); if (menuDumpingState == zoneState->m_menu_dumping_state_map.end()) return "ui_mp/" + std::string(asset->Asset()->window.name) + ".menu"; return menuDumpingState->second.m_path; } } // namespace namespace IW4::menu { bool MenuDumper::ShouldDump(XAssetInfo* asset) { return true; } void MenuDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo* asset) { const auto* menu = asset->Asset(); auto* zoneState = context.GetZoneAssetDumperState(); if (!ObjWriting::ShouldHandleAssetType(ASSET_TYPE_MENULIST)) { // Make sure menu paths based on menu lists are created const auto* gameAssetPool = dynamic_cast(asset->m_zone->m_pools.get()); for (auto* menuListAsset : *gameAssetPool->m_menu_list) CreateDumpingStateForMenuList(zoneState, menuListAsset->Asset()); } const auto menuFilePath = GetPathForMenu(zoneState, asset); const auto assetFile = context.OpenAssetFile(menuFilePath); if (!assetFile) return; auto menuWriter = CreateMenuWriter(*assetFile); menuWriter->Start(); menuWriter->WriteMenu(*menu); menuWriter->End(); } } // namespace IW4::menu