OpenAssetTools/src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderScriptParseTree.cpp

44 lines
1.3 KiB
C++

#include "AssetLoaderScriptParseTree.h"
#include "Game/T6/T6.h"
#include "Pool/GlobalAssetPool.h"
#include <cstring>
using namespace T6;
void* AssetLoaderScriptParseTree::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* asset = memory->Alloc<AssetScript::Type>();
asset->name = memory->Dup(assetName.c_str());
return asset;
}
bool AssetLoaderScriptParseTree::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderScriptParseTree::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())
return false;
auto* scriptParseTree = memory->Create<ScriptParseTree>();
scriptParseTree->name = memory->Dup(assetName.c_str());
scriptParseTree->len = static_cast<int>(file.m_length);
auto* fileBuffer = memory->Alloc<char>(static_cast<size_t>(file.m_length + 1));
file.m_stream->read(fileBuffer, file.m_length);
if (file.m_stream->gcount() != file.m_length)
return false;
fileBuffer[scriptParseTree->len] = '\0';
scriptParseTree->buffer = static_cast<char16*>(fileBuffer);
manager->AddAsset<AssetScript>(assetName, scriptParseTree);
return true;
}