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

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#include <STDInclude.hpp>
#include "ILocalizeEntry.hpp"
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namespace Assets
{
void ILocalizeEntry::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
const auto path = "localizedstrings/" + name;
Components::FileSystem::File rawFile(path);
if (!rawFile.exists())
{
return;
}
Components::Logger::Debug("Parsing localized string \"{}\"...", path);
auto* asset = builder->getAllocator()->allocate<Game::LocalizeEntry>();
if (!asset)
{
return;
}
asset->name = builder->getAllocator()->duplicateString(name);
asset->value = builder->getAllocator()->duplicateString(rawFile.getBuffer());
header->localize = asset;
}
void ILocalizeEntry::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
AssertSize(Game::LocalizeEntry, 8);
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auto* buffer = builder->getBuffer();
auto* asset = header.localize;
auto* dest = buffer->dest<Game::LocalizeEntry>();
buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->value)
{
buffer->saveString(asset->value);
Utils::Stream::ClearPointer(&dest->value);
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}
if (asset->name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
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}
buffer->popBlock();
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}
}