#include "AssetManager.hpp" #include #include "openvic-extension/singletons/GameSingleton.hpp" #include "openvic-extension/utility/ClassBindings.hpp" #include "openvic-extension/utility/Utilities.hpp" using namespace godot; using namespace OpenVic; 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" }); OV_BIND_METHOD(AssetManager::get_texture, { "path" }); OV_BIND_METHOD(AssetManager::get_font, { "name" }); } AssetManager* AssetManager::get_singleton() { return _singleton; } AssetManager::AssetManager() { ERR_FAIL_COND(_singleton != nullptr); _singleton = this; } AssetManager::~AssetManager() { ERR_FAIL_COND(_singleton != this); _singleton = nullptr; } Ref AssetManager::_load_image(StringName const& path) { 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 = 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) ); return image; } AssetManager::image_asset_map_t::iterator AssetManager::_get_image_asset(StringName const& path) { const image_asset_map_t::iterator it = image_assets.find(path); if (it != image_assets.end()) { return it; } const Ref image = _load_image(path); ERR_FAIL_NULL_V(image, image_assets.end()); return image_assets.emplace(std::move(path), AssetManager::image_asset_t { image, nullptr }).first; } Ref AssetManager::get_image(StringName const& path, bool cache) { if (cache) { const image_asset_map_t::const_iterator it = _get_image_asset(path); ERR_FAIL_COND_V(it == image_assets.end(), nullptr); return it->second.image; } else { return _load_image(path); } } Ref AssetManager::get_texture(StringName const& path) { const image_asset_map_t::iterator it = _get_image_asset(path); ERR_FAIL_COND_V(it == image_assets.end(), nullptr); if (it->second.texture.is_null()) { it->second.texture = ImageTexture::create_from_image(it->second.image); ERR_FAIL_NULL_V_MSG(it->second.texture, nullptr, vformat("Failed to turn image into texture: %s", path)); } return it->second.texture; } Ref AssetManager::get_font(StringName const& name) { const font_map_t::const_iterator it = fonts.find(name); if (it != fonts.end()) { return it->second; } static const String font_dir = "gfx/fonts/"; static const String font_ext = ".fnt"; static const String image_ext = ".tga"; const StringName image_path = font_dir + name + image_ext; const Ref 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)); 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()); const Ref 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); return font; }