#include #include "ILocalizeEntry.hpp" namespace Assets { void ILocalizeEntry::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { const auto path = "localizedstrings/" + name; Components::FileSystem::File rawFile(path); if (!rawFile.exists()) { return; } Components::Logger::Debug("Parsing localized string \"{}\"...", path); auto* asset = builder->getAllocator()->allocate(); if (!asset) { return; } asset->name = builder->getAllocator()->duplicateString(name); asset->value = builder->getAllocator()->duplicateString(rawFile.getBuffer()); header->localize = asset; } void ILocalizeEntry::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::LocalizeEntry, 8); auto* buffer = builder->getBuffer(); auto* asset = header.localize; auto* dest = buffer->dest(); buffer->save(asset); buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL); if (asset->value) { buffer->saveString(asset->value); Utils::Stream::ClearPointer(&dest->value); } if (asset->name) { buffer->saveString(builder->getAssetName(this->getType(), asset->name)); Utils::Stream::ClearPointer(&dest->name); } buffer->popBlock(); } void ILocalizeEntry::ParseLocalizedStringsFile(Components::ZoneBuilder::Zone* builder, const std::string& name, const std::string& filename) { std::vector assets; const auto _0 = gsl::finally([] { Components::Localization::ParseOutput(nullptr); Components::Localization::PrefixOverride = {}; }); Components::Localization::PrefixOverride = Utils::String::ToUpper(name) + "_"; Components::Localization::ParseOutput([&assets](Game::LocalizeEntry* asset) { assets.push_back(asset); }); const auto* psLoadedFile = Game::SE_Load(filename.data(), false); if (psLoadedFile) { Game::Com_PrintError(Game::CON_CHANNEL_SYSTEM, "^1Localization ERROR: %s\n", psLoadedFile); return; } auto type = Game::DB_GetXAssetNameType("localize"); for (const auto& entry : assets) { builder->addRawAsset(type, entry); } } }