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

52 lines
1.2 KiB
C++

#include "STDInclude.hpp"
namespace Assets
{
void IFont_s::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::Font_s *asset = header.font;
if (asset->material)
{
builder->loadAsset(Game::ASSET_TYPE_MATERIAL, asset->material);
}
if (asset->glowMaterial)
{
builder->loadAsset(Game::ASSET_TYPE_MATERIAL, asset->glowMaterial);
}
}
void IFont_s::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::Font_s, 24);
AssertSize(Game::Glyph, 24);
Utils::Stream* buffer = builder->getBuffer();
Game::Font_s* asset = header.font;
Game::Font_s* dest = buffer->dest<Game::Font_s>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->fontName)
{
buffer->saveString(asset->fontName);
Utils::Stream::ClearPointer(&dest->fontName);
}
dest->material = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->material).material;
dest->glowMaterial = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->glowMaterial).material;
if (asset->glyphs)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->glyphs, asset->glyphCount);
Utils::Stream::ClearPointer(&dest->glyphs);
}
buffer->popBlock();
}
}