OpenAssetTools/src/ObjLoading/Game/IW4/Leaderboard/LoaderLeaderboardIW4.cpp
2025-01-01 18:14:41 +01:00

53 lines
1.6 KiB
C++

#include "AssetLoaderLeaderboardIW4.h"
#include "Game/IW4/IW4.h"
#include "JsonLeaderboardDefLoader.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace IW4;
namespace
{
class LeaderboardLoader final : public AssetCreator<AssetLeaderboard>
{
public:
LeaderboardLoader(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto file = m_search_path.Open(std::format("leaderboards/{}.json", assetName));
if (!file.IsOpen())
return AssetCreationResult::NoAction();
auto* leaderboardDef = m_memory.Alloc<LeaderboardDef>();
leaderboardDef->name = m_memory.Dup(assetName.c_str());
if (!LoadLeaderboardAsJson(*file.m_stream, *leaderboardDef, &m_memory))
{
std::cerr << std::format("Failed to load leaderboard \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return AssetCreationResult::Success(context.AddAsset<AssetLeaderboard>(assetName, leaderboardDef));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace IW4
{
std::unique_ptr<AssetCreator<AssetLeaderboard>> CreateLeaderboardLoader(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<LeaderboardLoader>(memory, searchPath);
}
} // namespace IW4