OpenAssetTools/src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderMenuList.cpp

161 lines
5.8 KiB
C++

#include "AssetLoaderMenuList.h"
#include <cstring>
#include <iostream>
#include "ObjLoading.h"
#include "Game/IW4/IW4.h"
#include "Game/IW4/Menu/MenuConverterIW4.h"
#include "Parsing/Menu/MenuFileReader.h"
#include "Pool/GlobalAssetPool.h"
using namespace IW4;
void* AssetLoaderMenuList::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* menuList = memory->Create<MenuList>();
memset(menuList, 0, sizeof(MenuList));
menuList->name = memory->Dup(assetName.c_str());
return menuList;
}
bool AssetLoaderMenuList::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderMenuList::ShouldLoadMenuFile(const std::string& menuFilePath, menu::MenuAssetZoneState* zoneState)
{
const auto alreadyLoadedFile = zoneState->m_loaded_files.find(menuFilePath);
if (alreadyLoadedFile == zoneState->m_loaded_files.end())
{
zoneState->AddLoadedFile(menuFilePath);
return true;
}
return false;
}
void AssetLoaderMenuList::AddMenuFilesToLoadToQueue(std::deque<std::string>& queue, const menu::ParsingResult* parsingResult, menu::MenuAssetZoneState* zoneState)
{
for(const auto& menuFileToLoad : parsingResult->m_menus_to_load)
{
if(ShouldLoadMenuFile(menuFileToLoad, zoneState))
{
queue.push_back(menuFileToLoad);
}
}
}
void AssetLoaderMenuList::AddResultsToZoneState(menu::ParsingResult* parsingResult, menu::MenuAssetZoneState* zoneState)
{
for (auto& function : parsingResult->m_functions)
zoneState->AddFunction(std::move(function));
for (auto& menu : parsingResult->m_menus)
zoneState->AddMenu(std::move(menu));
}
bool AssetLoaderMenuList::ProcessParsedResults(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, menu::ParsingResult* parsingResult,
menu::MenuAssetZoneState* zoneState, std::vector<menuDef_t*>& menus, std::vector<XAssetInfoGeneric*>& menuListDependencies)
{
const auto menuCount = parsingResult->m_menus.size();
const auto functionCount = parsingResult->m_functions.size();
const auto menuLoadCount = parsingResult->m_menus_to_load.size();
auto totalItemCount = 0u;
for (const auto& menu : parsingResult->m_menus)
totalItemCount += menu->m_items.size();
std::cout << "Successfully read menu file \"" << assetName << "\" (" << menuLoadCount << " loads, " << menuCount << " menus, " << functionCount << " functions, " << totalItemCount << " items)\n";
for (const auto& menu : parsingResult->m_menus)
{
MenuConverter converter(ObjLoading::Configuration.MenuNoOptimization, searchPath, memory, manager);
auto* menuAsset = converter.ConvertMenu(*menu);
if(menuAsset == nullptr)
{
std::cout << "Failed to convert menu \"" << menu->m_name << "\"\n";
return false;
}
menus.push_back(menuAsset);
auto* menuAssetInfo = manager->AddAsset(ASSET_TYPE_MENU, menu->m_name, menuAsset, std::move(converter.GetDependencies()), std::vector<scr_string_t>());
if (menuAssetInfo)
menuListDependencies.push_back(menuAssetInfo);
}
AddResultsToZoneState(parsingResult, zoneState);
return true;
}
MenuList* AssetLoaderMenuList::CreateMenuListAsset(const std::string& assetName, MemoryManager* memory, const std::vector<menuDef_t*>& menus)
{
auto* menuListAsset = memory->Create<MenuList>();
menuListAsset->name = memory->Dup(assetName.c_str());
menuListAsset->menuCount = static_cast<int>(menus.size());
if (menuListAsset->menuCount > 0)
{
menuListAsset->menus = static_cast<menuDef_t**>(memory->Alloc(sizeof(uintptr_t) * menuListAsset->menuCount));
for(auto i = 0; i < menuListAsset->menuCount; i++)
menuListAsset->menus[i] = menus[i];
}
else
menuListAsset->menus = nullptr;
return menuListAsset;
}
bool AssetLoaderMenuList::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
std::deque<std::string> menuFileQueue;
std::vector<menuDef_t*> menus;
std::vector<XAssetInfoGeneric*> menuListDependencies;
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<menu::MenuAssetZoneState>();
menuFileQueue.push_back(assetName);
while (!menuFileQueue.empty())
{
const auto& nextMenuFile = menuFileQueue.front();
const auto file = searchPath->Open(nextMenuFile);
if (!file.IsOpen())
{
std::cout << "Failed to open menu file \"" << nextMenuFile << "\"\n";
return false;
}
menu::MenuFileReader reader(*file.m_stream, nextMenuFile, menu::FeatureLevel::IW4, [searchPath](const std::string& filename, const std::string& sourceFile) -> std::unique_ptr<std::istream>
{
auto foundFileToInclude = searchPath->Open(filename);
if (!foundFileToInclude.IsOpen() || !foundFileToInclude.m_stream)
return nullptr;
return std::move(foundFileToInclude.m_stream);
});
reader.IncludeZoneState(zoneState);
reader.SetPermissiveMode(ObjLoading::Configuration.MenuPermissiveParsing);
const auto menuFileResult = reader.ReadMenuFile();
if (menuFileResult)
{
ProcessParsedResults(nextMenuFile, searchPath, memory, manager, menuFileResult.get(), zoneState, menus, menuListDependencies);
AddMenuFilesToLoadToQueue(menuFileQueue, menuFileResult.get(), zoneState);
}
else
std::cout << "Could not read menu file \"" << nextMenuFile << "\"\n";
menuFileQueue.pop_front();
}
auto* menuListAsset = CreateMenuListAsset(assetName, memory, menus);
if(menuListAsset)
manager->AddAsset(ASSET_TYPE_MENULIST, assetName, menuListAsset);
return true;
}