diff options
author | Hop311 <Hop3114@gmail.com> | 2024-04-22 01:25:58 +0200 |
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committer | GitHub <noreply@github.com> | 2024-04-22 01:25:58 +0200 |
commit | 61e1e14ab7d206422004b4b4c6ffbb5e5f7dec58 (patch) | |
tree | 68efc91c394ae9dc76d6e9e7cadee86e2e2a02d3 /extension/src/openvic-extension/singletons/AssetManager.cpp | |
parent | 34f161570fd7ca9381675be8a9ec3b9b409929e1 (diff) | |
parent | c574d925c5251289d9f2fc32190b44cbe766f387 (diff) |
Merge pull request #219 from OpenVicProject/asset-manager-load-flags
Add AssetManager LoadFlags
Diffstat (limited to 'extension/src/openvic-extension/singletons/AssetManager.cpp')
-rw-r--r-- | extension/src/openvic-extension/singletons/AssetManager.cpp | 130 |
1 files changed, 96 insertions, 34 deletions
diff --git a/extension/src/openvic-extension/singletons/AssetManager.cpp b/extension/src/openvic-extension/singletons/AssetManager.cpp index 083d934..6646c8b 100644 --- a/extension/src/openvic-extension/singletons/AssetManager.cpp +++ b/extension/src/openvic-extension/singletons/AssetManager.cpp @@ -13,9 +13,14 @@ using OpenVic::Utilities::godot_to_std_string; using OpenVic::Utilities::std_to_godot_string; void AssetManager::_bind_methods() { - OV_BIND_METHOD(AssetManager::get_image, { "path", "cache", "flip_y" }, DEFVAL(true), DEFVAL(false)); - OV_BIND_METHOD(AssetManager::get_texture, { "path", "flip_y" }, DEFVAL(false)); + OV_BIND_METHOD(AssetManager::get_image, { "path", "load_flags" }, DEFVAL(LOAD_FLAG_CACHE_IMAGE)); + OV_BIND_METHOD(AssetManager::get_texture, { "path", "load_flags" }, DEFVAL(LOAD_FLAG_CACHE_TEXTURE)); OV_BIND_METHOD(AssetManager::get_font, { "name" }); + + BIND_ENUM_CONSTANT(LOAD_FLAG_NONE); + BIND_ENUM_CONSTANT(LOAD_FLAG_CACHE_IMAGE); + BIND_ENUM_CONSTANT(LOAD_FLAG_CACHE_TEXTURE); + BIND_ENUM_CONSTANT(LOAD_FLAG_FLIP_Y); } AssetManager* AssetManager::get_singleton() { @@ -32,55 +37,95 @@ AssetManager::~AssetManager() { _singleton = nullptr; } -Ref<Image> AssetManager::_load_image(StringName const& path) { +Ref<Image> AssetManager::_load_image(StringName const& path, bool flip_y) { GameSingleton* game_singleton = GameSingleton::get_singleton(); ERR_FAIL_NULL_V(game_singleton, nullptr); + const String lookedup_path = std_to_godot_string(game_singleton->get_dataloader().lookup_image_file(godot_to_std_string(path)).string()); ERR_FAIL_COND_V_MSG(lookedup_path.is_empty(), nullptr, vformat("Failed to look up image: %s", path)); + const Ref<Image> image = Utilities::load_godot_image(lookedup_path); ERR_FAIL_COND_V_MSG( - image.is_null() || image->is_empty(), nullptr, vformat("Failed to load image: %s (looked up: %s)", path, lookedup_path) + image.is_null() || image->is_empty(), nullptr, + vformat("Failed to load image: %s (looked up: %s)", path, lookedup_path) ); - return image; -} -AssetManager::image_asset_t* AssetManager::_get_image_asset(StringName const& path, bool flip_y) { - image_asset_map_t::iterator it = image_assets.find(path); - if (it != image_assets.end()) { - return &it.value(); - } - const Ref<Image> image = _load_image(path); - ERR_FAIL_NULL_V(image, nullptr); if (flip_y) { image->flip_y(); } - return &image_assets.emplace(std::move(path), AssetManager::image_asset_t { image, nullptr }).first.value(); + + return image; } -Ref<Image> AssetManager::get_image(StringName const& path, bool cache, bool flip_y) { - if (cache) { - image_asset_t const* asset = _get_image_asset(path, flip_y); - ERR_FAIL_NULL_V(asset, nullptr); - return asset->image; +Ref<Image> AssetManager::get_image(StringName const& path, LoadFlags load_flags) { + /* Check for an existing image entry indicating a previous load attempt, whether successful or not. */ + const image_asset_map_t::iterator it = image_assets.find(path); + if (it != image_assets.end()) { + std::optional<Ref<Image>> const& cached_image = it->second.image; + + if (cached_image.has_value()) { + ERR_FAIL_NULL_V_MSG(*cached_image, nullptr, vformat("Failed to load image previously: %s", path)); + + return *cached_image; + } + } + + /* No load attempt has been made yet, so we try now. */ + const Ref<Image> image = _load_image(path, load_flags & LOAD_FLAG_FLIP_Y); + + if (image.is_valid()) { + if (load_flags & LOAD_FLAG_CACHE_IMAGE) { + image_assets[path].image = image; + } + + return image; } else { - return _load_image(path); + /* Mark both image and texture as failures, regardless of cache flags, in case of future load/creation attempts. */ + image_assets[path] = { nullptr, nullptr }; + + ERR_FAIL_V_MSG(nullptr, vformat("Failed to load image: %s", path)); } } -Ref<ImageTexture> AssetManager::get_texture(StringName const& path, bool flip_y) { - image_asset_t* asset = _get_image_asset(path, flip_y); - ERR_FAIL_NULL_V(asset, nullptr); - if (asset->texture.is_null()) { - asset->texture = ImageTexture::create_from_image(asset->image); - ERR_FAIL_NULL_V_MSG(asset->texture, nullptr, vformat("Failed to turn image into texture: %s", path)); +Ref<ImageTexture> AssetManager::get_texture(StringName const& path, LoadFlags load_flags) { + /* Check for an existing texture entry indicating a previous creation attempt, whether successful or not. */ + const image_asset_map_t::const_iterator it = image_assets.find(path); + if (it != image_assets.end()) { + std::optional<Ref<ImageTexture>> const& cached_texture = it->second.texture; + + if (cached_texture.has_value()) { + ERR_FAIL_NULL_V_MSG(*cached_texture, nullptr, vformat("Failed to create texture previously: %s", path)); + + return *cached_texture; + } + } + + /* No creation attempt has yet been made, so we try now starting by finding the corresponding image. */ + const Ref<Image> image = get_image(path, load_flags); + ERR_FAIL_NULL_V_MSG(image, nullptr, vformat("Failed to load image for texture: %s", path)); + + const Ref<ImageTexture> texture = ImageTexture::create_from_image(image); + + if (texture.is_valid()) { + if (load_flags & LOAD_FLAG_CACHE_TEXTURE) { + image_assets[path].texture = texture; + } + + return texture; + } else { + /* Mark texture as a failure, regardless of cache flags, in case of future creation attempts. */ + image_assets[path].texture = nullptr; + + ERR_FAIL_V_MSG(nullptr, vformat("Failed to create texture: %s", path)); } - return asset->texture; } Ref<Font> AssetManager::get_font(StringName const& name) { const font_map_t::const_iterator it = fonts.find(name); if (it != fonts.end()) { + ERR_FAIL_NULL_V_MSG(it->second, nullptr, vformat("Failed to load font previously: %s", name)); + return it->second; } @@ -89,18 +134,35 @@ Ref<Font> AssetManager::get_font(StringName const& name) { static const String image_ext = ".tga"; const StringName image_path = font_dir + name + image_ext; - const Ref<Image> image = get_image(image_path); - ERR_FAIL_NULL_V_MSG(image, nullptr, vformat("Failed to load font image %s for the font named %s", image_path, name)); + const Ref<Image> image = get_image(image_path, LOAD_FLAG_NONE); + if (image.is_null()) { + fonts.emplace(name, nullptr); + + ERR_FAIL_V_MSG(nullptr, vformat("Failed to load font image %s for the font named %s", image_path, name)); + } + GameSingleton* game_singleton = GameSingleton::get_singleton(); ERR_FAIL_NULL_V(game_singleton, nullptr); + const String font_path = font_dir + name + font_ext; const String lookedup_font_path = std_to_godot_string(game_singleton->get_dataloader().lookup_file(godot_to_std_string(font_path)).string()); + if (lookedup_font_path.is_empty()) { + fonts.emplace(name, nullptr); + + ERR_FAIL_V_MSG(nullptr, vformat("Failed to look up font: %s", font_path)); + } + const Ref<Font> font = Utilities::load_godot_font(lookedup_font_path, image); - ERR_FAIL_NULL_V_MSG( - font, nullptr, - vformat("Failed to load font file %s (looked up: %s) for the font named %s", font_path, lookedup_font_path, name) - ); - fonts.emplace(std::move(name), font); + if (font.is_null()) { + fonts.emplace(name, nullptr); + + ERR_FAIL_V_MSG( + nullptr, + vformat("Failed to load font file %s (looked up: %s) for the font named %s", font_path, lookedup_font_path, name) + ); + } + + fonts.emplace(name, font); return font; } |