mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-10 23:08:05 -05:00
Merge branch 'Laupetin:main' into main
This commit is contained in:
@ -0,0 +1,36 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include "Localize/LocalizeCommonAssetLoader.h"
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using namespace IW3;
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XAssetInfoGeneric* AssetLoaderLocalizeEntry::LoadFromGlobalAssetPools(const std::string& assetName) const
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{
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return nullptr;
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}
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void* AssetLoaderLocalizeEntry::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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return nullptr;
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}
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bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
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});
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return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
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}
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@ -0,0 +1,19 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/IW3/IW3.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW3
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{
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class AssetLoaderLocalizeEntry final : public BasicAssetLoader<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>
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{
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public:
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_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;
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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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bool
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LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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} // namespace IW3
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@ -0,0 +1,39 @@
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#include "AssetLoaderStringTable.h"
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#include "Csv/CsvStream.h"
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#include "Game/IW3/CommonIW3.h"
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#include "ObjLoading.h"
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#include "Pool/GlobalAssetPool.h"
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#include "StringTable/StringTableLoader.h"
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#include <cstring>
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using namespace IW3;
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void* AssetLoaderStringTable::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* stringTable = memory->Create<StringTable>();
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memset(stringTable, 0, sizeof(StringTable));
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stringTable->name = memory->Dup(assetName.c_str());
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return stringTable;
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}
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bool AssetLoaderStringTable::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderStringTable::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) 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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string_table::StringTableLoaderV1<StringTable> loader;
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auto* stringTable = loader.LoadFromStream(assetName, *memory, *file.m_stream);
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manager->AddAsset(ASSET_TYPE_STRINGTABLE, assetName, stringTable);
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return true;
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}
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@ -0,0 +1,17 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/IW3/IW3.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW3
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{
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class AssetLoaderStringTable final : public BasicAssetLoader<ASSET_TYPE_STRINGTABLE, StringTable>
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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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bool
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LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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} // namespace IW3
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@ -1,6 +1,7 @@
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#include "ObjLoaderIW3.h"
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#include "AssetLoaders/AssetLoaderGfxImage.h"
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#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "Game/IW3/GameAssetPoolIW3.h"
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@ -43,7 +44,7 @@ ObjLoader::ObjLoader()
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONT, Font_s))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENULIST, MenuList))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry))
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REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
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@ -22,7 +22,7 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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LocalizeCommonAssetLoader commonLoader(
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const LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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@ -5,6 +5,7 @@
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#include "Game/IW4/IW4.h"
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#include "ObjLoading.h"
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#include "Pool/GlobalAssetPool.h"
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#include "StringTable/StringTableLoader.h"
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#include <cstring>
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@ -30,49 +31,8 @@ bool AssetLoaderStringTable::LoadFromRaw(
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if (!file.IsOpen())
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return false;
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auto* stringTable = memory->Create<StringTable>();
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stringTable->name = memory->Dup(assetName.c_str());
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std::vector<std::vector<std::string>> csvLines;
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std::vector<std::string> currentLine;
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auto maxCols = 0u;
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const CsvInputStream csv(*file.m_stream);
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while (csv.NextRow(currentLine))
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{
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if (currentLine.size() > maxCols)
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maxCols = currentLine.size();
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csvLines.emplace_back(std::move(currentLine));
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currentLine = std::vector<std::string>();
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}
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stringTable->columnCount = static_cast<int>(maxCols);
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stringTable->rowCount = static_cast<int>(csvLines.size());
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const auto cellCount = static_cast<unsigned>(stringTable->rowCount) * static_cast<unsigned>(stringTable->columnCount);
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if (cellCount)
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{
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stringTable->values = static_cast<StringTableCell*>(memory->Alloc(sizeof(StringTableCell) * cellCount));
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for (auto row = 0u; row < csvLines.size(); row++)
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{
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const auto& rowValues = csvLines[row];
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for (auto col = 0u; col < maxCols; col++)
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{
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auto& cell = stringTable->values[row * maxCols + col];
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if (col >= rowValues.size() || rowValues[col].empty())
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cell.string = "";
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else
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cell.string = memory->Dup(rowValues[col].c_str());
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cell.hash = Common::StringTable_HashString(cell.string);
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}
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}
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}
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else
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{
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stringTable->values = nullptr;
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}
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string_table::StringTableLoaderV2<StringTable, Common::StringTable_HashString> loader;
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auto* stringTable = loader.LoadFromStream(assetName, *memory, *file.m_stream);
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manager->AddAsset(ASSET_TYPE_STRINGTABLE, assetName, stringTable);
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@ -22,7 +22,7 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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LocalizeCommonAssetLoader commonLoader(
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const LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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@ -5,6 +5,7 @@
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#include "Game/IW5/IW5.h"
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#include "ObjLoading.h"
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#include "Pool/GlobalAssetPool.h"
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#include "StringTable/StringTableLoader.h"
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#include <cstring>
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@ -30,49 +31,8 @@ bool AssetLoaderStringTable::LoadFromRaw(
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if (!file.IsOpen())
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return false;
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auto* stringTable = memory->Create<StringTable>();
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stringTable->name = memory->Dup(assetName.c_str());
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std::vector<std::vector<std::string>> csvLines;
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std::vector<std::string> currentLine;
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auto maxCols = 0u;
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const CsvInputStream csv(*file.m_stream);
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while (csv.NextRow(currentLine))
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{
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if (currentLine.size() > maxCols)
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maxCols = currentLine.size();
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csvLines.emplace_back(std::move(currentLine));
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currentLine = std::vector<std::string>();
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}
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stringTable->columnCount = static_cast<int>(maxCols);
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stringTable->rowCount = static_cast<int>(csvLines.size());
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const auto cellCount = static_cast<unsigned>(stringTable->rowCount) * static_cast<unsigned>(stringTable->columnCount);
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if (cellCount)
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{
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stringTable->values = static_cast<StringTableCell*>(memory->Alloc(sizeof(StringTableCell) * cellCount));
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for (auto row = 0u; row < csvLines.size(); row++)
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{
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const auto& rowValues = csvLines[row];
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for (auto col = 0u; col < maxCols; col++)
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{
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auto& cell = stringTable->values[row * maxCols + col];
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if (col >= rowValues.size() || rowValues[col].empty())
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cell.string = "";
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else
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cell.string = memory->Dup(rowValues[col].c_str());
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cell.hash = Common::StringTable_HashString(cell.string);
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}
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}
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}
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else
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{
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stringTable->values = nullptr;
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}
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string_table::StringTableLoaderV2<StringTable, Common::StringTable_HashString> loader;
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auto* stringTable = loader.LoadFromStream(assetName, *memory, *file.m_stream);
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manager->AddAsset(ASSET_TYPE_STRINGTABLE, assetName, stringTable);
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@ -22,7 +22,7 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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LocalizeCommonAssetLoader commonLoader(
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const LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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@ -4,6 +4,7 @@
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#include "Game/T5/CommonT5.h"
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#include "Game/T5/T5.h"
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#include "Pool/GlobalAssetPool.h"
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#include "StringTable/StringTableLoader.h"
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#include <cstring>
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@ -29,65 +30,8 @@ bool AssetLoaderStringTable::LoadFromRaw(
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if (!file.IsOpen())
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return false;
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auto* stringTable = memory->Create<StringTable>();
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stringTable->name = memory->Dup(assetName.c_str());
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std::vector<std::vector<std::string>> csvLines;
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std::vector<std::string> currentLine;
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auto maxCols = 0u;
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const CsvInputStream csv(*file.m_stream);
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while (csv.NextRow(currentLine))
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{
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if (currentLine.size() > maxCols)
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maxCols = currentLine.size();
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csvLines.emplace_back(std::move(currentLine));
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currentLine = std::vector<std::string>();
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}
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stringTable->columnCount = static_cast<int>(maxCols);
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stringTable->rowCount = static_cast<int>(csvLines.size());
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const auto cellCount = static_cast<unsigned>(stringTable->rowCount) * static_cast<unsigned>(stringTable->columnCount);
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if (cellCount)
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{
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stringTable->values = static_cast<StringTableCell*>(memory->Alloc(sizeof(StringTableCell) * cellCount));
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stringTable->cellIndex = static_cast<int16_t*>(memory->Alloc(sizeof(int16_t) * cellCount));
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for (auto c = 0u; c < cellCount; c++)
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stringTable->cellIndex[c] = static_cast<int16_t>(c);
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for (auto row = 0u; row < csvLines.size(); row++)
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{
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const auto& rowValues = csvLines[row];
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for (auto col = 0u; col < maxCols; col++)
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{
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auto& cell = stringTable->values[row * maxCols + col];
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if (col >= rowValues.size() || rowValues[col].empty())
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cell.string = "";
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else
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cell.string = memory->Dup(rowValues[col].c_str());
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cell.hash = Common::Com_HashString(cell.string);
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}
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}
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std::sort(&stringTable->cellIndex[0],
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&stringTable->cellIndex[cellCount - 1],
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[stringTable, maxCols](const int16_t a, const int16_t b)
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{
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auto compareResult = stringTable->values[a].hash - stringTable->values[b].hash;
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if (compareResult == 0)
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compareResult = a % maxCols - b % maxCols;
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return compareResult < 0;
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});
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}
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else
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{
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stringTable->values = nullptr;
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stringTable->cellIndex = nullptr;
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}
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string_table::StringTableLoaderV3<StringTable, Common::Com_HashString> loader;
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auto* stringTable = loader.LoadFromStream(assetName, *memory, *file.m_stream);
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manager->AddAsset(ASSET_TYPE_STRINGTABLE, assetName, stringTable);
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|
@ -22,7 +22,7 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
|
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{
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LocalizeCommonAssetLoader commonLoader(
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const LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
|
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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|
@ -4,6 +4,7 @@
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#include "Game/T6/CommonT6.h"
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#include "Game/T6/T6.h"
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#include "Pool/GlobalAssetPool.h"
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#include "StringTable/StringTableLoader.h"
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#include <cstring>
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@ -29,65 +30,8 @@ bool AssetLoaderStringTable::LoadFromRaw(
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if (!file.IsOpen())
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return false;
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auto* stringTable = memory->Create<StringTable>();
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stringTable->name = memory->Dup(assetName.c_str());
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|
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std::vector<std::vector<std::string>> csvLines;
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std::vector<std::string> currentLine;
|
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auto maxCols = 0u;
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const CsvInputStream csv(*file.m_stream);
|
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|
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while (csv.NextRow(currentLine))
|
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{
|
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if (currentLine.size() > maxCols)
|
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maxCols = currentLine.size();
|
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csvLines.emplace_back(std::move(currentLine));
|
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currentLine = std::vector<std::string>();
|
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}
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stringTable->columnCount = static_cast<int>(maxCols);
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stringTable->rowCount = static_cast<int>(csvLines.size());
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const auto cellCount = static_cast<unsigned>(stringTable->rowCount) * static_cast<unsigned>(stringTable->columnCount);
|
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|
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if (cellCount)
|
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{
|
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stringTable->values = static_cast<StringTableCell*>(memory->Alloc(sizeof(StringTableCell) * cellCount));
|
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stringTable->cellIndex = static_cast<int16_t*>(memory->Alloc(sizeof(int16_t) * cellCount));
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for (auto c = 0u; c < cellCount; c++)
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stringTable->cellIndex[c] = static_cast<int16_t>(c);
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for (auto row = 0u; row < csvLines.size(); row++)
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{
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const auto& rowValues = csvLines[row];
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for (auto col = 0u; col < maxCols; col++)
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{
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auto& cell = stringTable->values[row * maxCols + col];
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if (col >= rowValues.size() || rowValues[col].empty())
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cell.string = "";
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else
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cell.string = memory->Dup(rowValues[col].c_str());
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cell.hash = Common::Com_HashString(cell.string);
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}
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}
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std::sort(&stringTable->cellIndex[0],
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&stringTable->cellIndex[cellCount - 1],
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[stringTable, maxCols](const int16_t a, const int16_t b)
|
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{
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auto compareResult = stringTable->values[a].hash - stringTable->values[b].hash;
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if (compareResult == 0)
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compareResult = a % maxCols - b % maxCols;
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return compareResult < 0;
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});
|
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}
|
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|
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else
|
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{
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stringTable->values = nullptr;
|
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stringTable->cellIndex = nullptr;
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}
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string_table::StringTableLoaderV3<StringTable, Common::Com_HashString> loader;
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auto* stringTable = loader.LoadFromStream(assetName, *memory, *file.m_stream);
|
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|
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manager->AddAsset(ASSET_TYPE_STRINGTABLE, assetName, stringTable);
|
||||
|
||||
|
Reference in New Issue
Block a user