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#include "AssetManager.hpp"
#include <godot_cpp/variant/utility_functions.hpp>
#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<Image> 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> 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_t* AssetManager::_get_image_asset(StringName const& path) {
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);
return &image_assets.emplace(std::move(path), AssetManager::image_asset_t { image, nullptr }).first.value();
}
Ref<Image> AssetManager::get_image(StringName const& path, bool cache) {
if (cache) {
image_asset_t const* asset = _get_image_asset(path);
ERR_FAIL_NULL_V(asset, nullptr);
return asset->image;
} else {
return _load_image(path);
}
}
Ref<ImageTexture> AssetManager::get_texture(StringName const& path) {
image_asset_t* asset = _get_image_asset(path);
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));
}
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()) {
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> 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> 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;
}
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