2017-02-25 13:41:54 -05:00
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#include "STDInclude.hpp"
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namespace Assets
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{
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2019-01-22 12:06:07 -05:00
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void IMenuList::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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2019-01-16 23:52:42 -05:00
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{
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2019-01-22 12:06:07 -05:00
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Utils::Memory::Allocator* allocator = builder->getAllocator();
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2019-01-16 23:52:42 -05:00
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2019-01-22 12:06:07 -05:00
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// actually gets the whole list
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2019-10-03 13:23:06 -04:00
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auto menus = Components::Menus::LoadMenu(name);
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2019-01-22 12:06:07 -05:00
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if (menus.empty()) return;
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// Allocate new menu list
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Game::MenuList* newList = allocator->allocate<Game::MenuList>();
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if (!newList) return;
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newList->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
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if (!newList->menus)
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{
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allocator->free(newList);
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return;
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}
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newList->name = allocator->duplicateString(name);
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newList->menuCount = menus.size();
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// Copy new menus
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for (unsigned int i = 0; i < menus.size(); ++i)
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2019-01-16 23:52:42 -05:00
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{
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2019-10-03 13:23:06 -04:00
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newList->menus[i] = menus[i].second;
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2019-01-16 23:52:42 -05:00
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}
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2019-01-22 12:06:07 -05:00
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header->menuList = newList;
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2019-01-16 23:52:42 -05:00
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}
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2017-02-25 15:07:27 -05:00
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void IMenuList::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::MenuList *asset = header.menuList;
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2017-04-24 16:33:13 -04:00
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for (int i = 0; i < asset->menuCount; ++i)
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2017-02-25 15:07:27 -05:00
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{
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if (asset->menus[i])
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MENU, asset->menus[i]);
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}
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}
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}
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2017-02-25 13:41:54 -05:00
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void IMenuList::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::MenuList, 12);
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Utils::Stream* buffer = builder->getBuffer();
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Game::MenuList* asset = header.menuList;
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Game::MenuList* dest = buffer->dest<Game::MenuList>();
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buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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{
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buffer->saveString(builder->getAssetName(this->getType(), asset->name));
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Utils::Stream::ClearPointer(&dest->name);
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}
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if (asset->menus)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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Game::menuDef_t **destMenus = buffer->dest<Game::menuDef_t*>();
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buffer->saveArray(asset->menus, asset->menuCount);
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2017-04-24 16:33:13 -04:00
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for (int i = 0; i < asset->menuCount; ++i)
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2017-02-25 13:41:54 -05:00
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{
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destMenus[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MENU, asset->menus[i]).menu;
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}
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}
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buffer->popBlock();
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}
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}
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