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25 lines
1.6 KiB
C++
25 lines
1.6 KiB
C++
#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "StructuredDataDef/CommonStructuredDataDef.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderStructuredDataDefSet final : public BasicAssetLoader<ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDef>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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static StructuredDataType ConvertType(CommonStructuredDataType inputType);
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static void ConvertEnum(StructuredDataEnum* outputEnum, CommonStructuredDataEnum* inputEnum, MemoryManager* memory);
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static void ConvertStruct(StructuredDataStruct* outputStruct, CommonStructuredDataStruct* inputStruct, MemoryManager* memory);
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static void ConvertIndexedArray(StructuredDataIndexedArray* outputIndexedArray, const CommonStructuredDataIndexedArray* inputIndexedArray, MemoryManager* memory);
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static void ConvertEnumedArray(StructuredDataEnumedArray* outputEnumedArray, const CommonStructuredDataEnumedArray* inputEnumedArray, MemoryManager* memory);
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static void ConvertDef(StructuredDataDef* outputDef, const CommonStructuredDataDef* inputDef, MemoryManager* memory);
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static StructuredDataDefSet* ConvertSet(const std::string& assetName, const std::vector<std::unique_ptr<CommonStructuredDataDef>>& defs, MemoryManager* memory);
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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}
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