#include 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(); 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; } 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(); } }