Add asset loader for localize files

This commit is contained in:
Jan
2021-03-23 17:16:36 +01:00
parent 3ed63415a7
commit 79c1284193
50 changed files with 609 additions and 23 deletions

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@ -0,0 +1,52 @@
#include "AssetLoaderLocalizeEntry.h"
#include <sstream>
#include "Localize/LocalizeCommon.h"
#include "Parsing/LocalizeFile/LocalizeFileReader.h"
using namespace T6;
XAssetInfoGeneric* AssetLoaderLocalizeEntry::LoadFromGlobalAssetPools(const std::string& assetName) const
{
return nullptr;
}
void* AssetLoaderLocalizeEntry::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
return nullptr;
}
bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderLocalizeEntry::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
std::string fileName;
{
std::ostringstream str;
str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
fileName = str.str();
}
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language);
const auto localizeEntries = reader.ReadLocalizeFile();
for(const auto& entry : localizeEntries)
{
auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(entry.m_key.c_str());
localizeEntry->value = memory->Dup(entry.m_value.c_str());
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
}
return true;
}

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@ -0,0 +1,17 @@
#pragma once
#include "Game/T6/T6.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "SearchPath/ISearchPath.h"
namespace T6
{
class AssetLoaderLocalizeEntry final : public BasicAssetLoader<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>
{
public:
_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}

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@ -20,7 +20,7 @@ bool AssetLoaderQdb::CanLoadFromRaw() const
return true;
}
bool AssetLoaderQdb::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
bool AssetLoaderQdb::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())

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@ -11,6 +11,6 @@ namespace T6
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}

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@ -20,7 +20,7 @@ bool AssetLoaderRawFile::CanLoadFromRaw() const
return true;
}
bool AssetLoaderRawFile::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
bool AssetLoaderRawFile::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())

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@ -11,6 +11,6 @@ namespace T6
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}

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@ -20,7 +20,7 @@ bool AssetLoaderScriptParseTree::CanLoadFromRaw() const
return true;
}
bool AssetLoaderScriptParseTree::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
bool AssetLoaderScriptParseTree::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())

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@ -11,6 +11,6 @@ namespace T6
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}

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@ -20,7 +20,7 @@ bool AssetLoaderSlug::CanLoadFromRaw() const
return true;
}
bool AssetLoaderSlug::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
bool AssetLoaderSlug::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())

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@ -11,6 +11,6 @@ namespace T6
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}

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@ -22,7 +22,7 @@ bool AssetLoaderStringTable::CanLoadFromRaw() const
return true;
}
bool AssetLoaderStringTable::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
bool AssetLoaderStringTable::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())

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@ -11,6 +11,6 @@ namespace T6
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}

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@ -4,6 +4,7 @@
#include "Game/T6/GameAssetPoolT6.h"
#include "ObjContainer/IPak/IPak.h"
#include "ObjLoading.h"
#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
#include "AssetLoaders/AssetLoaderQdb.h"
#include "AssetLoaders/AssetLoaderRawFile.h"
#include "AssetLoaders/AssetLoaderScriptParseTree.h"
@ -46,7 +47,7 @@ namespace T6
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONTICON, FontIcon))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENULIST, MenuList))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry))
REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponVariantDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ATTACHMENT, WeaponAttachment))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique))