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

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2016-01-22 05:59:43 -05:00
#include <STDInclude.hpp>
namespace Assets
{
void IGfxImage::Load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{
Game::GfxImage* image = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_IMAGE, name.data()).image;
if (image) return; // TODO: Check for default?
image = builder->GetAllocator()->AllocateArray<Game::GfxImage>();
if (!image)
{
Components::Logger::Error("Failed to allocate GfxImage structure!");
return;
}
image->semantic = 0;
image->category = 3;
image->cardMemory = 0;
Game::Image_LoadFromFileWithReader(image, (Game::Reader_t)0x46CBF0);
// Free our image when done building zone
builder->GetAllocator()->Reference(image, [] (void*data)
{
Game::Image_Release((Game::GfxImage*)data);
});
header->image = image;
}
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void IGfxImage::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Assert_AssetStruct(Game::GfxImage, 32);
Utils::Stream* buffer = builder->GetBuffer();
Game::GfxImage* asset = header.image;
Game::GfxImage* dest = (Game::GfxImage*)buffer->At();
buffer->Save(asset, sizeof(Game::GfxImage));
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name));
dest->name = (char *)-1;
}
if (asset->texture)
{
buffer->Align(Utils::Stream::ALIGN_4);
Game::GfxImageLoadDef* destTexture = (Game::GfxImageLoadDef*)buffer->At();
buffer->Save(asset->texture, 16);
// Zero the size!
destTexture->dataSize = 0;
dest->texture = (Game::GfxImageLoadDef*)-1;
}
buffer->PopBlock();
}
}