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OpenAssetTools/src/ObjLoading/Game/T6/ZBarrier/RawLoaderZBarrierT6.cpp

57 lines
1.7 KiB
C++

#include "RawLoaderZBarrierT6.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderZBarrierT6.h"
#include "Utils/Logging/Log.h"
#include "ZBarrier/ZBarrierCommon.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
class RawLoaderZBarrier final : public AssetCreator<AssetZBarrier>
{
public:
RawLoaderZBarrier(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_search_path(searchPath),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = z_barrier::GetFileNameForAssetName(assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_ZBARRIER, *file.m_stream))
{
con::error("Could not parse as info string file: \"{}\"", fileName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
ISearchPath& m_search_path;
z_barrier::InfoStringLoaderT6 m_info_string_loader;
};
} // namespace
namespace z_barrier
{
std::unique_ptr<AssetCreator<AssetZBarrier>> CreateRawLoaderT6(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<RawLoaderZBarrier>(memory, searchPath, zone);
}
} // namespace z_barrier