Files
OpenAssetTools/src/ObjLoading/Game/IW5/StringTable/LoaderStringTableIW5.cpp
T
0c66d1838e feat: T4 add StringTable loader (#934)
* feat: T4 add string table loader

* chore: rename stringtable loaders to match style between games

* fix: make sure all games correctly interpret failed stringtable loading

---------

Co-authored-by: Jan Laupetin <[email protected]>
2026-07-26 00:40:02 +02:00

48 lines
1.4 KiB
C++

#include "LoaderStringTableIW5.h"
#include "Csv/CsvStream.h"
#include "Game/IW5/CommonIW5.h"
#include "Game/IW5/IW5.h"
#include "StringTable/StringTableLoader.h"
using namespace IW5;
namespace
{
class StringTableLoader final : public AssetCreator<AssetStringTable>
{
public:
StringTableLoader(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto file = m_search_path.Open(assetName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
string_table::StringTableLoaderV2<StringTable, Common::StringTable_HashString> loader;
auto* stringTable = loader.LoadFromStream(assetName, m_memory, *file.m_stream);
if (!stringTable)
return AssetCreationResult::Failure();
return AssetCreationResult::Success(context.AddAsset<AssetStringTable>(assetName, stringTable));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace string_table
{
std::unique_ptr<AssetCreator<AssetStringTable>> CreateLoaderIW5(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<StringTableLoader>(memory, searchPath);
}
} // namespace string_table