Shipwright/soh/soh/resource/importer/BackgroundFactory.cpp
briaguya e0d502b696
resource refactory (#3926)
* animation

* playeranimation

* stop putting things in the LUS namespace from SoH

* get all the factories out of the namespace

* LUS::

* start on scene command stuff

* i think that's the rest of scene

* reduce copypasta

* collision header

* skeleton

* skeletonlimb

* fix

* path

* cutscene

* text

* audio sample

* sound font

* audiosequence

* background

* Revert "stop putting things in the LUS namespace from SoH"

This reverts commit 0ead6056e6.

* namespace shanans

* wrap all factories in namespace soh

* it's trying to link now

* lus

* scene command override etc

* fix audio loading

* slightly less logspam

* get past the cutscene problem

* in game!

* exporter cleanup

* more exporter cleanup

* clang formatted lus

* msvc

* itny lus change

* variant

* formatty

* fix of some sort i guess?

* use latest lus main

* fix name to enum/factory mapping

* otrexporter
2024-02-15 21:06:52 -06:00

25 lines
720 B
C++

#include "soh/resource/importer/BackgroundFactory.h"
#include "soh/resource/type/Background.h"
#include "spdlog/spdlog.h"
namespace SOH {
std::shared_ptr<LUS::IResource> ResourceFactoryBinaryBackgroundV0::ReadResource(std::shared_ptr<LUS::File> file) {
if (!FileHasValidFormatAndReader(file)) {
return nullptr;
}
auto background = std::make_shared<Background>(file->InitData);
auto reader = std::get<std::shared_ptr<LUS::BinaryReader>>(file->Reader);
uint32_t dataSize = reader->ReadUInt32();
background->Data.reserve(dataSize);
for (uint32_t i = 0; i < dataSize; i++) {
background->Data.push_back(reader->ReadUByte());
}
return background;
}
} // namespace SOH