iw4x-client/src/Components/Modules/AssetInterfaces/IRawFile.cpp
2018-05-09 14:33:52 +02:00

61 lines
1.4 KiB
C++

#include "STDInclude.hpp"
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()->allocate<Game::RawFile>();
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<Game::RawFile>();
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();
}
}