85 lines
2.1 KiB
C++
85 lines
2.1 KiB
C++
#include "STDInclude.hpp"
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namespace Components
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{
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std::unordered_map<std::string, Game::StringTable*> StringTable::StringTableMap;
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Game::StringTable* StringTable::LoadObject(std::string filename)
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{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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filename = Utils::String::ToLower(filename);
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Game::StringTable* table = nullptr;
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FileSystem::File rawTable(filename);
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if (rawTable.exists())
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{
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Utils::CSV parsedTable(rawTable.getBuffer(), false, false);
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table = allocator->allocate<Game::StringTable>();
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if (table)
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{
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table->name = allocator->duplicateString(filename);
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table->columnCount = parsedTable.getColumns();
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table->rowCount = parsedTable.getRows();
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table->values = allocator->allocateArray<Game::StringTableCell>(table->columnCount * table->rowCount);
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if (!table->values)
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{
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return nullptr;
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}
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for (int i = 0; i < table->rowCount; ++i)
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{
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for (int j = 0; j < table->columnCount; ++j)
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{
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std::string value = parsedTable.getElementAt(i, j);
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Game::StringTableCell* cell = &table->values[i * table->columnCount + j];
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cell->hash = Game::StringTable_HashString(value.data());
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cell->string = allocator->duplicateString(value);
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//if (!cell->string) cell->string = ""; // We have to assume it allocated successfully
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}
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}
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StringTable::StringTableMap[filename] = table;
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}
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}
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else
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{
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StringTable::StringTableMap[filename] = nullptr;
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}
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return table;
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}
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StringTable::StringTable()
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{
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_STRINGTABLE, [](Game::XAssetType, const std::string& _filename)
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{
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Game::XAssetHeader header = { nullptr };
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std::string filename = Utils::String::ToLower(_filename);
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if (StringTable::StringTableMap.find(filename) != StringTable::StringTableMap.end())
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{
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header.stringTable = StringTable::StringTableMap[filename];
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}
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else
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{
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header.stringTable = StringTable::LoadObject(filename);
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}
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return header;
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});
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}
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StringTable::~StringTable()
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{
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StringTable::StringTableMap.clear();
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}
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}
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