#include "AssetLoaderMenuList.h" #include #include #include "Game/IW4/IW4.h" #include "Parsing/Menu/MenuFileReader.h" #include "Pool/GlobalAssetPool.h" using namespace IW4; void* AssetLoaderMenuList::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) { auto* menuList = memory->Create(); memset(menuList, 0, sizeof(MenuList)); menuList->name = memory->Dup(assetName.c_str()); return menuList; } bool AssetLoaderMenuList::CanLoadFromRaw() const { return true; } bool AssetLoaderMenuList::ShouldLoadMenuFile(const std::string& menuFilePath, menu::MenuAssetZoneState* zoneState) { const auto alreadyLoadedFile = zoneState->m_loaded_files.find(menuFilePath); if (alreadyLoadedFile == zoneState->m_loaded_files.end()) { zoneState->m_loaded_files.emplace(menuFilePath); return true; } return false; } void AssetLoaderMenuList::AddMenuFilesToLoadToQueue(std::deque& queue, const menu::ParsingResult* parsingResult, menu::MenuAssetZoneState* zoneState) { for(const auto& menuFileToLoad : parsingResult->m_menus_to_load) { if(ShouldLoadMenuFile(menuFileToLoad, zoneState)) { queue.push_back(menuFileToLoad); } } } void AssetLoaderMenuList::AddResultsToZoneState(menu::ParsingResult* parsingResult, menu::MenuAssetZoneState* zoneState) { for (auto& function : parsingResult->m_functions) zoneState->m_functions.emplace_back(std::move(function)); for (auto& menu : parsingResult->m_menus) zoneState->m_menus.emplace_back(std::move(menu)); } void AssetLoaderMenuList::ProcessParsedResults(const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, menu::ParsingResult* parsingResult, menu::MenuAssetZoneState* zoneState) { std::cout << "Successfully read menu list \"" << assetName << "\":\n"; std::cout << " " << parsingResult->m_menus_to_load.size() << " menus to load:\n"; for (const auto& menuToLoad : parsingResult->m_menus_to_load) std::cout << " " << menuToLoad << "\n"; std::cout << " " << parsingResult->m_menus.size() << " menus:\n"; for (const auto& menu : parsingResult->m_menus) std::cout << " " << menu->m_name << " (" << menu->m_items.size() << " items)\n"; std::cout << " " << parsingResult->m_functions.size() << " functions:\n"; for (const auto& function : parsingResult->m_functions) std::cout << " " << function->m_name << "\n"; AddResultsToZoneState(parsingResult, zoneState); } bool AssetLoaderMenuList::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const { std::deque menuFileQueue; auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState(); menuFileQueue.push_back(assetName); while (!menuFileQueue.empty()) { const auto& nextMenuFile = menuFileQueue.front(); const auto file = searchPath->Open(nextMenuFile); if (!file.IsOpen()) { std::cout << "Failed to open menu file \"" << nextMenuFile << "\"\n"; return false; } menu::MenuFileReader reader(*file.m_stream, nextMenuFile, menu::FeatureLevel::IW4, [searchPath](const std::string& filename, const std::string& sourceFile) -> std::unique_ptr { auto foundFileToInclude = searchPath->Open(filename); if (!foundFileToInclude.IsOpen() || !foundFileToInclude.m_stream) return nullptr; return std::move(foundFileToInclude.m_stream); }); reader.IncludeZoneState(zoneState); const auto menuFileResult = reader.ReadMenuFile(); if (menuFileResult) { ProcessParsedResults(nextMenuFile, memory, manager, menuFileResult.get(), zoneState); AddMenuFilesToLoadToQueue(menuFileQueue, menuFileResult.get(), zoneState); } else std::cout << "Could not read menu list \"" << nextMenuFile << "\"\n"; menuFileQueue.pop_front(); } return true; }