2016-01-22 05:59:43 -05:00
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#include <STDInclude.hpp>
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namespace Assets
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{
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2016-01-22 10:11:47 -05:00
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void IGfxImage::Load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
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{
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Game::GfxImage* image = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_IMAGE, name.data()).image;
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if (image) return; // TODO: Check for default?
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image = builder->GetAllocator()->AllocateArray<Game::GfxImage>();
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if (!image)
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{
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Components::Logger::Error("Failed to allocate GfxImage structure!");
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return;
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}
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image->semantic = 0;
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image->category = 3;
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image->cardMemory = 0;
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Game::Image_LoadFromFileWithReader(image, (Game::Reader_t)0x46CBF0);
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// Free our image when done building zone
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builder->GetAllocator()->Reference(image, [] (void*data)
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{
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Game::Image_Release((Game::GfxImage*)data);
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});
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header->image = image;
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}
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2016-01-22 05:59:43 -05:00
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void IGfxImage::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Assert_AssetStruct(Game::GfxImage, 32);
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Utils::Stream* buffer = builder->GetBuffer();
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Game::GfxImage* asset = header.image;
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Game::GfxImage* dest = (Game::GfxImage*)buffer->At();
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buffer->Save(asset, sizeof(Game::GfxImage));
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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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dest->name = (char *)-1;
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}
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if (asset->texture)
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{
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buffer->Align(Utils::Stream::ALIGN_4);
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Game::GfxImageLoadDef* destTexture = (Game::GfxImageLoadDef*)buffer->At();
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buffer->Save(asset->texture, 16);
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// Zero the size!
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destTexture->dataSize = 0;
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dest->texture = (Game::GfxImageLoadDef*)-1;
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}
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buffer->PopBlock();
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}
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}
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