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