#include namespace Assets { void IRawFile::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { Components::FileSystem::File rawFile(name); if (rawFile.exists()) { Game::RawFile* asset = builder->getAllocator()->allocate(); if (asset) { //std::string data = Utils::Compression::ZLib::Compress(rawFile.getBuffer()); asset->name = builder->getAllocator()->duplicateString(name); asset->buffer = builder->getAllocator()->duplicateString(rawFile.getBuffer()); asset->compressedLen = 0;//data.size(); asset->len = rawFile.getBuffer().size(); header->rawfile = asset; } } } void IRawFile::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::RawFile, 16); Utils::Stream* buffer = builder->getBuffer(); Game::RawFile* asset = header.rawfile; Game::RawFile* dest = buffer->dest(); buffer->save(asset); buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL); if (asset->name) { buffer->saveString(builder->getAssetName(this->getType(), asset->name)); Utils::Stream::ClearPointer(&dest->name); } if (asset->buffer) { if (asset->compressedLen) { buffer->save(asset->buffer, asset->compressedLen); } else { buffer->save(asset->buffer, asset->len + 1); } Utils::Stream::ClearPointer(&dest->buffer); } buffer->popBlock(); } }