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OpenAssetTools/src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderStringTable.cpp

40 lines
1.1 KiB
C++

#include "AssetLoaderStringTable.h"
#include "Csv/CsvStream.h"
#include "Game/T6/CommonT6.h"
#include "Game/T6/T6.h"
#include "Pool/GlobalAssetPool.h"
#include "StringTable/StringTableLoader.h"
#include <cstring>
using namespace T6;
void* AssetLoaderStringTable::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* stringTable = memory->Create<StringTable>();
memset(stringTable, 0, sizeof(StringTable));
stringTable->name = memory->Dup(assetName.c_str());
return stringTable;
}
bool AssetLoaderStringTable::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderStringTable::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;
string_table::StringTableLoaderV3<StringTable, Common::Com_HashString> loader;
auto* stringTable = loader.LoadFromStream(assetName, *memory, *file.m_stream);
manager->AddAsset(ASSET_TYPE_STRINGTABLE, assetName, stringTable);
return true;
}