2
0
mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-09-01 06:27:26 +00:00
Files
OpenAssetTools/src/ObjLoading/Game/IW5/StringTable/LoaderStringTableIW5.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

50 lines
1.4 KiB
C++

#include "LoaderStringTableIW5.h"
#include "Csv/CsvStream.h"
#include "Game/IW5/CommonIW5.h"
#include "Game/IW5/IW5.h"
#include "ObjLoading.h"
#include "Pool/GlobalAssetPool.h"
#include "StringTable/StringTableLoader.h"
#include <cstring>
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);
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