#include namespace Assets { void IRawFile::Load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) { Components::FileSystem::File rawFile(name); if (rawFile.Exists()) { Game::RawFile* asset = builder->GetAllocator()->AllocateArray(); if (asset) { //std::string data = Utils::Compression::ZLib::Compress(rawFile.GetBuffer()); asset->name = builder->GetAllocator()->DuplicateString(name); asset->compressedData = builder->GetAllocator()->DuplicateString(rawFile.GetBuffer()); asset->sizeCompressed = 0;//data.size(); asset->sizeUnCompressed = rawFile.GetBuffer().size(); header->rawfile = asset; } } } void IRawFile::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Assert_Size(Game::RawFile, 16); Utils::Stream* buffer = builder->GetBuffer(); Game::RawFile* asset = header.rawfile; Game::RawFile* dest = buffer->Dest(); buffer->Save(asset, sizeof(Game::RawFile)); buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL); if (asset->name) { buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name)); dest->name = reinterpret_cast(-1); } if (asset->compressedData) { if (asset->sizeCompressed) { buffer->Save(asset->compressedData, asset->sizeCompressed); } else { buffer->Save(asset->compressedData, asset->sizeUnCompressed + 1); } dest->compressedData = reinterpret_cast(-1); } buffer->PopBlock(); } }