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OpenAssetTools/src/ObjLoading/Game/IW5/Weapon/LoaderAttachmentIW5.cpp

55 lines
1.7 KiB
C++

#include "LoaderAttachmentIW5.h"
#include "Game/IW5/IW5.h"
#include "JsonWeaponAttachmentLoader.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace IW5;
namespace
{
class AttachmentLoader final : public AssetCreator<AssetAttachment>
{
public:
AttachmentLoader(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(std::format("attachment/{}.json", assetName));
if (!file.IsOpen())
return AssetCreationResult::NoAction();
auto* attachment = m_memory.Alloc<WeaponAttachment>();
attachment->szInternalName = m_memory.Dup(assetName.c_str());
AssetRegistration<AssetAttachment> registration(assetName, attachment);
if (!LoadWeaponAttachmentAsJson(*file.m_stream, *attachment, m_memory, context, registration))
{
std::cerr << std::format("Failed to load attachment \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace IW5
{
std::unique_ptr<AssetCreator<AssetAttachment>> CreateAttachmentLoader(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<AttachmentLoader>(memory, searchPath);
}
} // namespace IW5