#include "AssetsLoader.h" #include "Assets.h" #include #include #include #include "../constants.h" using std::unique_ptr; AssetsLoader::AssetsLoader(Assets* assets) : assets(assets) { } void AssetsLoader::addLoader(int tag, aloader_func func) { loaders[tag] = func; } void AssetsLoader::add(int tag, const std::string filename, const std::string alias) { entries.push(aloader_entry{ tag, filename, alias }); } bool AssetsLoader::hasNext() const { return !entries.empty(); } bool AssetsLoader::loadNext() { const aloader_entry& entry = entries.front(); std::cout << " loading " << entry.filename << " as " << entry.alias << std::endl; std::cout.flush(); auto found = loaders.find(entry.tag); if (found == loaders.end()) { std::cerr << "unknown asset tag " << entry.tag << std::endl; return false; } aloader_func loader = found->second; bool status = loader(assets, entry.filename, entry.alias); entries.pop(); return status; } #include "../coders/png.h" #include "../graphics/Shader.h" #include "../graphics/ImageData.h" #include "../graphics/Texture.h" #include "../graphics/Atlas.h" #include "../graphics/Font.h" bool _load_shader(Assets* assets, const std::string& filename, const std::string& name) { Shader* shader = load_shader(filename + ".glslv", filename + ".glslf"); if (shader == nullptr) { std::cerr << "failed to load shader '" << name << "'" << std::endl; return false; } assets->store(shader, name); return true; } bool _load_texture(Assets* assets, const std::string& filename, const std::string& name) { Texture* texture = png::load_texture(filename); if (texture == nullptr) { std::cerr << "failed to load texture '" << name << "'" << std::endl; return false; } assets->store(texture, name); return true; } bool _load_atlas(Assets* assets, const std::string& filename, const std::string& name) { AtlasBuilder builder; for (const auto& entry : std::filesystem::directory_iterator(filename)) { std::filesystem::path file = entry.path(); if (file.extension() == ".png") { std::string name = file.stem().string(); std::unique_ptr image (png::load_image(file.string())); image->fixAlphaColor(); builder.add(name, image.release()); } } Atlas* atlas = builder.build(2); assets->store(atlas, name); return true; } bool _load_font(Assets* assets, const std::string& filename, const std::string& name) { std::vector pages; for (size_t i = 0; i <= 4; i++) { Texture* texture = png::load_texture(filename + "_" + std::to_string(i) + ".png"); if (texture == nullptr) { std::cerr << "failed to load bitmap font '" << name << "' (missing page " << std::to_string(i) << ")" << std::endl; return false; } pages.push_back(texture); } Font* font = new Font(pages, pages[0]->height / 16); assets->store(font, name); return true; } void AssetsLoader::createDefaults(AssetsLoader& loader) { loader.addLoader(ASSET_SHADER, _load_shader); loader.addLoader(ASSET_TEXTURE, _load_texture); loader.addLoader(ASSET_FONT, _load_font); loader.addLoader(ASSET_ATLAS, _load_atlas); } void AssetsLoader::addDefaults(AssetsLoader& loader) { loader.add(ASSET_SHADER, SHADERS_FOLDER"/main", "main"); loader.add(ASSET_SHADER, SHADERS_FOLDER"/lines", "lines"); loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui", "ui"); loader.add(ASSET_ATLAS, TEXTURES_FOLDER"/blocks", "blocks"); loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/menubg.png", "menubg"); loader.add(ASSET_FONT, FONTS_FOLDER"/font", "normal"); }