OpenAssetTools/src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderStructuredDataDefSet.h

25 lines
1.6 KiB
C++

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