#pragma once #include "Game/IW4/IW4.h" #include "AssetLoading/BasicAssetLoader.h" #include "Parsing/StructuredDataDef/Domain/CommonStructuredDataDef.h" #include "SearchPath/ISearchPath.h" namespace IW4 { class AssetLoaderStructuredDataDefSet final : public BasicAssetLoader { public: _NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override; _NODISCARD bool CanLoadFromRaw() const override; static StructuredDataType ConvertType(CommonStructuredDataType inputType); static void ConvertEnum(StructuredDataEnum* outputEnum, const CommonStructuredDataEnum* inputEnum, MemoryManager* memory); static void ConvertStruct(StructuredDataStruct* outputStruct, const CommonStructuredDataStruct* inputStruct, MemoryManager* memory); static void ConvertIndexedArray(StructuredDataIndexedArray* outputIndexedArray, const CommonStructuredDataIndexedArray* inputIndexedArray, MemoryManager* memory); static void ConvertEnumedArray(StructuredDataEnumedArray* outputEnumedArray, const CommonStructuredDataEnumedArray* inputEnumedArray, MemoryManager* memory); static void ConvertDef(StructuredDataDef* outputDef, const CommonStructuredDataDef* inputDef, MemoryManager* memory); static StructuredDataDefSet* ConvertSet(const std::string& assetName, const std::vector>& defs, MemoryManager* memory); bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override; }; }