OpenAssetTools/src/ObjWriting/Game/IW5/AssetDumpers/AssetDumperLocalizeEntry.cpp
2021-07-23 01:12:36 +02:00

53 lines
1.6 KiB
C++

#include "AssetDumperLocalizeEntry.h"
#include <fstream>
#include <filesystem>
#include "Localize/LocalizeCommon.h"
#include "Dumping/Localize/StringFileDumper.h"
using namespace IW5;
namespace fs = std::filesystem;
void AssetDumperLocalizeEntry::DumpPool(AssetDumpingContext& context, AssetPool<LocalizeEntry>* pool)
{
if (pool->m_asset_lookup.empty())
return;
const auto language = LocalizeCommon::GetNameOfLanguage(context.m_zone->m_language);
fs::path stringsPath(context.m_base_path);
stringsPath.append(language);
stringsPath.append("localizedstrings");
create_directories(stringsPath);
auto stringFilePath(stringsPath);
stringFilePath.append(context.m_zone->m_name + ".str");
std::ofstream stringFile(stringFilePath, std::fstream::out | std::ofstream::binary);
if (stringFile.is_open())
{
StringFileDumper stringFileDumper(context.m_zone, stringFile);
stringFileDumper.SetLanguageName(language);
// Magic string. Original string files do have this config file. The purpose of the config file is unknown though.
stringFileDumper.SetConfigFile(R"(C:\trees\cod3\cod3\bin\StringEd.cfg)");
stringFileDumper.SetNotes("");
for (auto* localizeEntry : *pool)
{
stringFileDumper.WriteLocalizeEntry(localizeEntry->m_name, localizeEntry->Asset()->value);
}
stringFileDumper.Finalize();
stringFile.close();
}
else
{
printf("Could not create string file for dumping localized strings of zone '%s'\n", context.m_zone->m_name.c_str());
}
}