OpenAssetTools/src/ObjLoading/Game/T5/AssetLoaders/AssetLoaderLocalizeEntry.cpp
2023-12-26 16:57:28 +01:00

53 lines
1.4 KiB
C++

#include "AssetLoaderLocalizeEntry.h"
#include "Localize/LocalizeCommon.h"
#include "Parsing/LocalizeFile/LocalizeFileReader.h"
#include <sstream>
using namespace T5;
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& [key, value] : localizeEntries)
{
auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(key.c_str());
localizeEntry->value = memory->Dup(value.c_str());
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
}
return true;
}