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https://github.com/Laupetin/OpenAssetTools.git
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53 lines
2.1 KiB
C++
53 lines
2.1 KiB
C++
#pragma once
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#include <unordered_map>
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#include <memory>
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#include <set>
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#include <string>
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#include <stack>
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#include "IObjLoader.h"
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#include "AssetLoading/IAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include "Game/T6/T6.h"
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#include "ObjContainer/SoundBank/SoundBank.h"
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namespace T6
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{
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class ObjLoader final : public IObjLoader
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{
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static const int IPAK_READ_HASH;
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static const int GLOBAL_HASH;
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std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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static bool VerifySoundBankChecksum(const SoundBank* soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank);
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static SoundBank* LoadSoundBankForZone(ISearchPath* searchPath, const std::string& soundBankFileName, Zone* zone);
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static void LoadSoundBankFromLinkedInfo(ISearchPath* searchPath, const std::string& soundBankFileName, const SndRuntimeAssetBank* sndBankLinkedInfo, Zone* zone,
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std::set<std::string>& loadedBanksForZone, std::stack<std::string>& dependenciesToLoad);
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static void LoadSoundBanksFromAsset(ISearchPath* searchPath, const SndBank* sndBank, Zone* zone, std::set<std::string>& loadedBanksForZone);
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static void LoadIPakForZone(ISearchPath* searchPath, const std::string& ipakName, Zone* zone);
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static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
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static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
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static void LoadImageData(ISearchPath* searchPath, Zone* zone);
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static bool IsMpZone(Zone* zone);
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static bool IsZmZone(Zone* zone);
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static void LoadCommonIPaks(ISearchPath* searchPath, Zone* zone);
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public:
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ObjLoader();
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bool SupportsZone(Zone* zone) const override;
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void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const override;
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void UnloadContainersOfZone(Zone* zone) const override;
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void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
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bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
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};
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}
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