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OpenAssetTools/src/ObjLoading/Game/IW4/Sound/LoaderSoundCurveIW4.cpp
Jan Laupetin 46fb919a52 refactor: do not nest asset namespaces in game namespaces
* Duplicated namespace names are kind of annoying
2025-08-06 00:50:35 +02:00

80 lines
2.6 KiB
C++

#include "LoaderSoundCurveIW4.h"
#include "Game/IW4/IW4.h"
#include "ObjLoading.h"
#include "Parsing/Graph2D/Graph2DReader.h"
#include "Pool/GlobalAssetPool.h"
#include "Sound/SoundCurveCommon.h"
#include <cstring>
#include <format>
#include <iostream>
#include <sstream>
using namespace IW4;
namespace
{
class LoaderSoundCurve final : public AssetCreator<AssetSoundCurve>
{
public:
LoaderSoundCurve(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = sound_curve::GetFileNameForAssetName(assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
const auto sndCurveData = graph2d::Read("sound curve", "SNDCURVE", *file.m_stream, fileName, assetName);
if (!sndCurveData)
return AssetCreationResult::Failure();
if (sndCurveData->knots.size() > std::extent_v<decltype(SndCurve::knots)>)
{
std::cerr << std::format("Failed to load SndCurve \"{}\": Too many knots ({})\n", assetName, sndCurveData->knots.size());
return AssetCreationResult::Failure();
}
auto* sndCurve = m_memory.Alloc<SndCurve>();
sndCurve->filename = m_memory.Dup(assetName.c_str());
sndCurve->knotCount = static_cast<uint16_t>(sndCurveData->knots.size());
for (auto i = 0u; i < std::extent_v<decltype(SndCurve::knots)>; i++)
{
if (i < sndCurveData->knots.size())
{
const auto& [x, y] = sndCurveData->knots[i];
sndCurve->knots[i][0] = static_cast<float>(x);
sndCurve->knots[i][1] = static_cast<float>(y);
}
else
{
sndCurve->knots[i][0] = 0;
sndCurve->knots[i][1] = 0;
}
}
return AssetCreationResult::Success(context.AddAsset<AssetSoundCurve>(assetName, sndCurve));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace sound_curve
{
std::unique_ptr<AssetCreator<AssetSoundCurve>> CreateLoaderIW4(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<LoaderSoundCurve>(memory, searchPath);
}
} // namespace sound_curve