OpenAssetTools/src/ZoneLoading/ZoneLoading.cpp

54 lines
1.4 KiB
C++

#include "ZoneLoading.h"
#include "Loading/IZoneLoaderFactory.h"
#include "Loading/ZoneLoader.h"
#include "Utils/ObjFileStream.h"
#include <filesystem>
#include <format>
#include <fstream>
#include <iostream>
namespace fs = std::filesystem;
std::unique_ptr<Zone> ZoneLoading::LoadZone(const std::string& path)
{
auto zoneName = fs::path(path).filename().replace_extension().string();
std::ifstream file(path, std::fstream::in | std::fstream::binary);
if (!file.is_open())
{
std::cerr << std::format("Could not open file '{}'.\n", path);
return nullptr;
}
ZoneHeader header{};
file.read(reinterpret_cast<char*>(&header), sizeof(header));
if (file.gcount() != sizeof(header))
{
std::cerr << std::format("Failed to read zone header from file '{}'.\n", path);
return nullptr;
}
std::unique_ptr<ZoneLoader> zoneLoader;
for (auto game = 0u; game < static_cast<unsigned>(GameId::COUNT); game++)
{
const auto* factory = IZoneLoaderFactory::GetZoneLoaderFactoryForGame(static_cast<GameId>(game));
zoneLoader = factory->CreateLoaderForHeader(header, zoneName);
if (zoneLoader)
break;
}
if (!zoneLoader)
{
std::cerr << std::format("Could not create factory for zone '{}'.\n", zoneName);
return nullptr;
}
auto loadedZone = zoneLoader->LoadZone(file);
file.close();
return std::move(loadedZone);
}