iw4x-client/src/Components/Modules/AssetInterfaces/ImenuDef_t.cpp

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#include "STDInclude.hpp"
namespace Assets
{
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void ImenuDef_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::menuDef_t *asset = header.menu;
if (asset->window.background)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->window.background);
}
// mark items
for (int i = 0; i < asset->itemCount; i++)
{
if (asset->items[i]->window.background)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->items[i]->window.background);
}
if (asset->items[i]->focusSound)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_SOUND, asset->items[i]->focusSound);
}
}
}
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template <typename T>
void save_windowDef_t(Game::windowDef_t* asset, T* dest, Components::ZoneBuilder::Zone* builder)
{
Utils::Stream* buffer = builder->getBuffer();
if (asset->name)
{
buffer->saveString(asset->name);
Utils::Stream::ClearPointer(&dest->window.name);
}
if (asset->group)
{
buffer->saveString(asset->group);
Utils::Stream::ClearPointer(&dest->window.group);
}
if (asset->background)
{
dest->window.background = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->background).material;
}
}
void save_Statement_s(Game::Statement_s* asset, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::Statement_s, 24);
Utils::Stream* buffer = builder->getBuffer();
// Write header data
Game::Statement_s *dest = buffer->dest<Game::Statement_s>();
buffer->save(asset);
// Write statement entries
if (asset->entries)
{
buffer->align(Utils::Stream::ALIGN_4);
// Write entries
Game::expressionEntry *destEntries = buffer->dest<Game::expressionEntry>();
buffer->save(asset->entries, sizeof(Game::expressionEntry), asset->numEntries);
// Loop through entries
for (int i = 0; i < asset->numEntries; i++)
{
if (asset->entries[i].type)
{
switch (asset->entries[i].data.operand.dataType)
{
// Those types do not require additional data
case 0:
case 1:
break;
// Expression string
case 2:
if (asset->entries[i].data.operand.internals.stringVal.string)
{
buffer->saveString(asset->entries[i].data.operand.internals.stringVal.string);
Utils::Stream::ClearPointer(&destEntries[i].data.operand.internals.stringVal.string);
}
break;
// Function
case 3:
if (asset->entries[i].data.operand.internals.function)
{
save_Statement_s(asset->entries[i].data.operand.internals.function, builder);
Utils::Stream::ClearPointer(&destEntries[i].data.operand.internals.function);
}
break;
}
}
}
}
if (asset->supportingData)
{
// for now
dest->supportingData = nullptr;
}
// fix me?
memset(&dest->unknown, 0, 12);
}
void save_MenuEventHandlerSet(Game::MenuEventHandlerSet* asset, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::MenuEventHandlerSet, 8);
Utils::Stream* buffer = builder->getBuffer();
// Write header data
Game::MenuEventHandlerSet *destset = buffer->dest<Game::MenuEventHandlerSet>();
buffer->save(asset);
// Event handlers
if (asset->eventHandlers)
{
buffer->align(Utils::Stream::ALIGN_4);
// Write pointers to zone
buffer->save(asset->eventHandlers, sizeof(Game::MenuEventHandler*), asset->eventHandlerCount);
// Loop through eventHandlers
for (int i = 0; i < asset->eventHandlerCount; i++)
{
if (asset->eventHandlers[i])
{
buffer->align(Utils::Stream::ALIGN_4);
// Write menu event handler
Game::MenuEventHandler *dest = buffer->dest<Game::MenuEventHandler>();
buffer->save(asset->eventHandlers[i]);
// Write additional data based on type
switch (asset->eventHandlers[i]->eventType)
{
// unconditional scripts
case 0:
if (asset->eventHandlers[i]->eventData.unconditionalScript)
{
buffer->saveString(asset->eventHandlers[i]->eventData.unconditionalScript);
Utils::Stream::ClearPointer(&dest->eventData.unconditionalScript);
}
break;
// ConditionalScript
case 1:
if (asset->eventHandlers[i]->eventData.conditionalScript)
{
buffer->align(Utils::Stream::ALIGN_4);
Game::ConditionalScript *destConditionalScript = buffer->dest<Game::ConditionalScript>();
buffer->save(asset->eventHandlers[i]->eventData.conditionalScript);
// eventExpression
if (asset->eventHandlers[i]->eventData.conditionalScript->eventExpression)
{
buffer->align(Utils::Stream::ALIGN_4);
save_Statement_s(asset->eventHandlers[i]->eventData.conditionalScript->eventExpression, builder);
Utils::Stream::ClearPointer(&destConditionalScript->eventExpression);
}
// eventHandlerSet
if (asset->eventHandlers[i]->eventData.conditionalScript->eventHandlerSet)
{
buffer->align(Utils::Stream::ALIGN_4);
save_MenuEventHandlerSet(asset->eventHandlers[i]->eventData.conditionalScript->eventHandlerSet, builder);
Utils::Stream::ClearPointer(&destConditionalScript->eventHandlerSet);
}
Utils::Stream::ClearPointer(&dest->eventData.conditionalScript);
}
break;
// elseScript
case 2:
if (asset->eventHandlers[i]->eventData.elseScript)
{
buffer->align(Utils::Stream::ALIGN_4);
save_MenuEventHandlerSet(asset->eventHandlers[i]->eventData.elseScript, builder);
Utils::Stream::ClearPointer(&dest->eventData.elseScript);
}
break;
// localVarData expressions
case 3:
case 4:
case 5:
case 6:
if (asset->eventHandlers[i]->eventData.setLocalVarData)
{
// header data
Game::SetLocalVarData *destLocalVarData = buffer->dest<Game::SetLocalVarData>();
buffer->save(asset->eventHandlers[i]->eventData.setLocalVarData);
buffer->align(Utils::Stream::ALIGN_4);
// localVarName
if (asset->eventHandlers[i]->eventData.setLocalVarData->localVarName)
{
buffer->saveString(asset->eventHandlers[i]->eventData.setLocalVarData->localVarName);
Utils::Stream::ClearPointer(&destLocalVarData->localVarName);
}
// statement
if (asset->eventHandlers[i]->eventData.setLocalVarData->expression)
{
buffer->align(Utils::Stream::ALIGN_4);
save_Statement_s(asset->eventHandlers[i]->eventData.setLocalVarData->expression, builder);
Utils::Stream::ClearPointer(&destLocalVarData->expression);
}
Utils::Stream::ClearPointer(&dest->eventData.setLocalVarData);
}
break;
}
}
}
Utils::Stream::ClearPointer(&destset->eventHandlers);
}
}
void save_ItemKeyHandler(Game::ItemKeyHandler* asset, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::ItemKeyHandler, 12);
Utils::Stream* buffer = builder->getBuffer();
while (asset)
{
// align every indice
buffer->align(Utils::Stream::ALIGN_4);
// Write header
Game::ItemKeyHandler* dest = buffer->dest<Game::ItemKeyHandler>();
buffer->save(asset);
// MenuEventHandlerSet
if (asset->action)
{
buffer->align(Utils::Stream::ALIGN_4);
save_MenuEventHandlerSet(asset->action, builder);
Utils::Stream::ClearPointer(&dest->action);
}
// Next key handler
asset = asset->next;
}
}
#define EVENTHANDLERSET(__indice) \
if (asset->__indice) \
{ \
buffer->align(Utils::Stream::ALIGN_4); \
save_MenuEventHandlerSet(asset->__indice, builder); \
Utils::Stream::ClearPointer(&dest->__indice); \
}
#define STATEMENT(__indice) \
if (asset->__indice) \
{ \
buffer->align(Utils::Stream::ALIGN_4); \
save_Statement_s(asset->__indice, builder); \
Utils::Stream::ClearPointer(&dest->__indice); \
}
void save_itemDef_t(Game::itemDef_t *asset, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::itemDef_t, 380);
Utils::Stream* buffer = builder->getBuffer();
Game::itemDef_t* dest = buffer->dest<Game::itemDef_t>();
buffer->save(asset);
// window data
save_windowDef_t<Game::itemDef_t>(&asset->window, dest, builder);
// text
if (asset->text)
{
buffer->saveString(asset->text);
Utils::Stream::ClearPointer(&dest->text);
}
// MenuEventHandlerSets
EVENTHANDLERSET(mouseEnterText);
EVENTHANDLERSET(mouseExitText);
EVENTHANDLERSET(mouseEnter);
EVENTHANDLERSET(mouseExit);
EVENTHANDLERSET(action);
EVENTHANDLERSET(accept);
EVENTHANDLERSET(onFocus);
EVENTHANDLERSET(leaveFocus);
// Dvar strings
if (asset->dvar)
{
buffer->saveString(asset->dvar);
Utils::Stream::ClearPointer(&dest->dvar);
}
if (asset->dvarTest)
{
buffer->saveString(asset->dvarTest);
Utils::Stream::ClearPointer(&dest->dvarTest);
}
// ItemKeyHandler
if (asset->onKey)
{
buffer->align(Utils::Stream::ALIGN_4);
save_ItemKeyHandler(asset->onKey, builder);
Utils::Stream::ClearPointer(&dest->onKey);
}
// Dvar strings
if (asset->enableDvar)
{
buffer->saveString(asset->enableDvar);
Utils::Stream::ClearPointer(&dest->enableDvar);
}
if (asset->localVar)
{
buffer->saveString(asset->localVar);
Utils::Stream::ClearPointer(&dest->localVar);
}
// Focus sound
if (asset->focusSound)
{
dest->focusSound = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_SOUND, asset->focusSound).sound;
}
// itemDefData (fix me)
dest->typeData.data = nullptr;
// floatExpressions (fix me)
dest->floatExpressions = nullptr;
dest->floatExpressionCount = 0;
// Statements
STATEMENT(visibleExp);
STATEMENT(disabledExp);
STATEMENT(textExp);
STATEMENT(materialExp);
}
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void ImenuDef_t::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
AssertSize(Game::menuDef_t, 400);
Utils::Stream* buffer = builder->getBuffer();
Game::menuDef_t* asset = header.menu;
Game::menuDef_t* dest = buffer->dest<Game::menuDef_t>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
// fix me
dest->expressionData = nullptr;
// Window data
save_windowDef_t<Game::menuDef_t>(&asset->window, dest, builder);
// Font
if (asset->font)
{
buffer->saveString(asset->font);
Utils::Stream::ClearPointer(&dest->font);
}
// MenuEventHandlerSets
EVENTHANDLERSET(onOpen);
EVENTHANDLERSET(onRequestClose);
EVENTHANDLERSET(onClose);
EVENTHANDLERSET(onEsc);
// ItemKeyHandler
if (asset->onKey)
{
buffer->align(Utils::Stream::ALIGN_4);
save_ItemKeyHandler(asset->onKey, builder);
Utils::Stream::ClearPointer(&dest->onKey);
}
// Statement
STATEMENT(visibleExp);
// Strings
if (asset->allowedBinding)
{
buffer->saveString(asset->allowedBinding);
Utils::Stream::ClearPointer(&dest->allowedBinding);
}
if (asset->soundLoop)
{
buffer->saveString(asset->soundLoop);
Utils::Stream::ClearPointer(&dest->soundLoop);
}
// Statements
STATEMENT(rectXExp);
STATEMENT(rectYExp);
STATEMENT(rectHExp);
STATEMENT(rectWExp);
STATEMENT(openSoundExp);
STATEMENT(closeSoundExp);
// Items
if (asset->items)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->items, asset->itemCount);
for (int i = 0; i < asset->itemCount; i++)
{
if (asset->items[i])
{
buffer->align(Utils::Stream::ALIGN_4);
save_itemDef_t(asset->items[i], builder);
}
}
}
buffer->popBlock();
}
}