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//-----------------------------------------------------------------------------
// Name: actorfile.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "actorfile.h"
#include <Asset/Asset/character.h>
#include <Asset/Asset/material.h>
#include <Asset/AssetLoader/fallbackassetloader.h>
#include <Asset/assetloaderrors.h>
#include <XML/xml_helper.h>
#include <Internal/filesystem.h>
#include <Graphics/shaders.h>
#include <Scripting/scriptfile.h>
#include <Logging/logdata.h>
#include <Main/engine.h>
#include <tinyxml.h>
#include <cmath>
#include <map>
#include <string>
using std::string;
extern string script_dir_path;
ActorFile::ActorFile( AssetManager* owner, uint32_t asset_id ) : AssetInfo( owner, asset_id ), load_error(0) {
}
int ActorFile::Load( const string &rel_path, uint32_t load_flags ) {
load_error = 0;
char abs_path[kPathSize];
if (FindFilePath(rel_path.c_str(), abs_path, kPathSize, kDataPaths | kModPaths | kAbsPath) == -1) {
DisplayFormatError(_ok_cancel, true, "Error", "Actor file %s not found", rel_path.c_str());
return kLoadErrorNoFile;
}
TiXmlDocument doc(abs_path);
doc.LoadFile();
if( doc.Error() ) {
return kLoadErrorCorruptFile;
}
if (!XmlHelper::getNodeValue(doc, "Actor/Character", character)) {
DisplayError("Error","Character name not found. Aborting actor load.");
load_error = 1;
return kLoadErrorIncompleteXML;
}
if (!XmlHelper::getNodeValue(doc, "Actor/ControlScript", script)) {
DisplayError("Error","Control script not found. Aborting actor load.");
load_error = 2;
return kLoadErrorIncompleteXML;
}
return kLoadOk;
}
const char* ActorFile::GetLoadErrorString() {
switch( load_error ) {
case 0: return "";
case 1: return "Character name not found";
case 2: return "Control script not found";
default: return "undefined error code";
}
}
void ActorFile::Unload() {
}
void ActorFile::Reload() {
}
void ActorFile::ReportLoad() {
}
void ActorFile::ReturnPaths( PathSet& path_set ) {
path_set.insert("actor "+path_);
//Characters::Instance()->ReturnRef(character)->ReturnPaths(path_set);
Engine::Instance()->GetAssetManager()->LoadSync<Character>(character)->ReturnPaths(path_set);
Path script_path = FindFilePath(script_dir_path+script, kDataPaths | kModPaths);
ScriptFileUtil::ReturnPaths(script_path, path_set);
}
AssetLoaderBase* ActorFile::NewLoader() {
return new FallbackAssetLoader<ActorFile>();
}
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