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https://github.com/Laupetin/OpenAssetTools.git
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Add AssetLoaders for Qdb, ScriptParseTree and Slug
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43
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderQdb.cpp
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43
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderQdb.cpp
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#include "AssetLoaderQdb.h"
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#include <cstring>
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#include "Game/T6/T6.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace T6;
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void* AssetLoaderQdb::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* qdb = memory->Create<Qdb>();
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memset(qdb, 0, sizeof(Qdb));
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qdb->name = memory->Dup(assetName.c_str());
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return qdb;
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}
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bool AssetLoaderQdb::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderQdb::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
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{
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const auto file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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auto* qdb = memory->Create<Qdb>();
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qdb->name = memory->Dup(assetName.c_str());
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qdb->len = static_cast<int>(file.m_length);
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auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return false;
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fileBuffer[qdb->len] = '\0';
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qdb->buffer = static_cast<char16*>(fileBuffer);
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manager->AddAsset(ASSET_TYPE_QDB, assetName, qdb);
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return true;
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}
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