Write IPak base skeleton without data

This commit is contained in:
Jan
2023-10-07 19:41:54 +02:00
parent 23d0fe1eb0
commit 8514378465
15 changed files with 390 additions and 62 deletions

View File

@ -72,7 +72,7 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name);
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));

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@ -71,7 +71,7 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name);
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));

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@ -71,7 +71,7 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name);
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));

View File

@ -72,7 +72,7 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name);
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));

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@ -126,7 +126,7 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name);
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));

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@ -23,6 +23,7 @@
#include "Game/IW5/ZoneCreatorIW5.h"
#include "Game/T5/ZoneCreatorT5.h"
#include "Game/T6/ZoneCreatorT6.h"
#include "ObjContainer/IPak/IPakWriter.h"
#include "Utils/ObjFileStream.h"
#include "Utils/StringUtils.h"
@ -141,7 +142,7 @@ class LinkerImpl final : public Linker
{
for (const auto& entry : zoneDefinition->m_assets)
{
assetList.m_entries.emplace_back(entry.m_asset_type, entry.m_asset_name);
assetList.m_entries.emplace_back(entry.m_asset_type, entry.m_asset_name, entry.m_is_reference);
}
return true;
}
@ -414,9 +415,39 @@ class LinkerImpl final : public Linker
return result;
}
bool BuildIPak(const std::string& projectName, ZoneDefinition& zoneDefinition, SearchPaths& assetSearchPaths, SearchPaths& sourceSearchPaths)
bool BuildIPak(const std::string& projectName, const ZoneDefinition& zoneDefinition, SearchPaths& assetSearchPaths, SearchPaths& sourceSearchPaths) const
{
return false;
const fs::path ipakFolderPath(m_args.GetOutputFolderPathForProject(projectName));
auto ipakFilePath(ipakFolderPath);
ipakFilePath.append(zoneDefinition.m_name + ".ipak");
fs::create_directories(ipakFolderPath);
std::ofstream stream(ipakFilePath, std::fstream::out | std::fstream::binary);
if (!stream.is_open())
return false;
const auto ipakWriter = IPakWriter::Create(stream, &assetSearchPaths);
for (const auto& assetEntry : zoneDefinition.m_assets)
{
if (assetEntry.m_is_reference)
continue;
if (assetEntry.m_asset_type == "image")
ipakWriter->AddImage(assetEntry.m_asset_name);
}
if (!ipakWriter->Write())
{
std::cout << "Writing ipak failed." << std::endl;
stream.close();
return false;
}
std::cout << "Created ipak \"" << ipakFilePath.string() << "\"\n";
stream.close();
return true;
}
bool BuildProject(const std::string& projectName)