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https://github.com/rwengine/openrw.git
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93 lines
2.7 KiB
C++
93 lines
2.7 KiB
C++
#ifndef _LIBRW_LOADERSDT_HPP_
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#define _LIBRW_LOADERSDT_HPP_
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#include <rw/filesystem.hpp>
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#include <cstddef>
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#include <cstdint>
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#include <memory>
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#include <string>
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#include <vector>
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typedef struct {
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char chunkId[4];
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uint32_t chunkSize;
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char format[4];
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struct {
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char id[4];
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uint32_t size;
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uint16_t audioFormat;
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uint16_t numChannels;
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uint32_t sampleRate;
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uint32_t byteRate;
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uint16_t blockAlign;
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uint16_t bitsPerSample;
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} fmt;
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struct {
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char id[4];
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uint32_t size;
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} data;
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} WaveHeader;
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/// \brief Points to one file within the archive
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class LoaderSDTFile {
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public:
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uint32_t offset; // offset of audio file in sfx.raw
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uint32_t size; // size of audio file in bytes
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uint32_t sampleRate; // the speed of audio
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uint32_t loopStart; /// loop start, where looping would begin relative to
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/// audio file's position, 0 for beginning of audio
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/// file
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uint32_t loopEnd; /// where looping would end relative to audio file's
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/// position, -1 for end of audio file
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};
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/**
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\class LoaderSDT
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\brief Parses the structure of GTA .SDT archives and loads the files in it
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*/
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class LoaderSDT {
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public:
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/// Multiple versions of .SDT files
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enum Version {
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GTA2,
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GTAIIIVC ///< GTA III and GTA VC archives -- only this one is
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///implemented
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};
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/// Construct
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LoaderSDT() = default;
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/// Destructor
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~LoaderSDT() = default;
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/// Load the structure of the archive
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bool load(const rwfs::path& sdtPath, const rwfs::path& rawPath);
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/// Load a file from the archive to memory and pass a pointer to it
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/// Warning: Returns nullptr if by any reason it can't load the file
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std::unique_ptr<char[]> loadToMemory(size_t index, bool asWave = true);
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/// Writes the contents of index to filename
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bool saveAsset(size_t index, const std::string& filename,
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bool asWave = true);
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/// Get the information of an asset in the examining archive
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bool findAssetInfo(size_t index, LoaderSDTFile& out);
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/// Get the information of an asset by its index
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const LoaderSDTFile& getAssetInfoByIndex(size_t index) const;
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/// Returns the number of asset files in the archive
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size_t getAssetCount() const;
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Version getVersion() const;
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LoaderSDTFile assetInfo{};
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private:
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Version m_version{GTAIIIVC}; ///< Version of this SDT archive
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std::string m_archive; ///< Path to the archive being used (no extension)
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std::vector<LoaderSDTFile> m_assets; ///< Asset info of the archive
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};
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#endif // LoaderSDT_h__
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