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OpenAssetTools/src/ObjWriting/Game/IW4/Menu/MenuDumperIW4.cpp
2025-08-03 20:12:01 +01:00

61 lines
1.8 KiB
C++

#include "MenuDumperIW4.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Game/IW4/Menu/MenuDumperIW4.h"
#include "MenuListDumperIW4.h"
#include "MenuWriterIW4.h"
#include "ObjWriting.h"
#include <filesystem>
#include <string>
using namespace IW4;
using namespace ::menu;
namespace
{
std::string GetPathForMenu(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;
}
} // namespace
namespace IW4::menu
{
bool MenuDumper::ShouldDump(XAssetInfo<menuDef_t>* asset)
{
return true;
}
void MenuDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<menuDef_t>* asset)
{
const auto* menu = asset->Asset();
auto* zoneState = context.GetZoneAssetDumperState<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)
CreateDumpingStateForMenuList(zoneState, menuListAsset->Asset());
}
const auto menuFilePath = GetPathForMenu(zoneState, asset);
const auto assetFile = context.OpenAssetFile(menuFilePath);
if (!assetFile)
return;
auto menuWriter = CreateMenuWriter(*assetFile);
menuWriter->Start();
menuWriter->WriteMenu(*menu);
menuWriter->End();
}
} // namespace IW4::menu