54 lines
1.6 KiB
C++

#include "AssetDumperMenuDef.h"
#include <filesystem>
#include <string>
#include "AssetDumperMenuList.h"
#include "ObjWriting.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Game/IW4/Menu/MenuDumperIW4.h"
#include "Menu/AbstractMenuDumper.h"
using namespace IW4;
std::string AssetDumperMenuDef::GetPathForMenu(menu::MenuDumpingZoneState* zoneState, XAssetInfo<menuDef_t>* asset)
{
const auto menuDumpingState = zoneState->m_menu_dumping_state_map.find(asset->Asset());
if (menuDumpingState == zoneState->m_menu_dumping_state_map.end())
return "ui_mp/" + std::string(asset->Asset()->window.name) + ".menu";
return menuDumpingState->second.m_path;
}
bool AssetDumperMenuDef::ShouldDump(XAssetInfo<menuDef_t>* asset)
{
return true;
}
void AssetDumperMenuDef::DumpAsset(AssetDumpingContext& context, XAssetInfo<menuDef_t>* asset)
{
const auto* menu = asset->Asset();
auto* zoneState = context.GetZoneAssetDumperState<menu::MenuDumpingZoneState>();
if(!ObjWriting::ShouldHandleAssetType(ASSET_TYPE_MENULIST))
{
// Make sure menu paths based on menu lists are created
const auto* gameAssetPool = dynamic_cast<GameAssetPoolIW4*>(asset->m_zone->m_pools.get());
for (auto* menuListAsset : *gameAssetPool->m_menu_list)
AssetDumperMenuList::CreateDumpingStateForMenuList(zoneState, menuListAsset->Asset());
}
const auto menuFilePath = GetPathForMenu(zoneState, asset);
const auto assetFile = context.OpenAssetFile(menuFilePath);
if (!assetFile)
return;
MenuDumper menuDumper(*assetFile);
menuDumper.Start();
menuDumper.WriteMenu(menu);
menuDumper.End();
}