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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 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());
if (lookedup_path.is_empty()) {
UtilityFunctions::push_error("Failed to look up image: ", path);
return nullptr;
}
const Ref<Image> image = Utilities::load_godot_image(lookedup_path);
if (image.is_null() || image->is_empty()) {
UtilityFunctions::push_error("Failed to load image: ", lookedup_path, " (looked up from ", path, ")");
return nullptr;
} else {
return image;
}
}
AssetManager::image_asset_map_t::iterator AssetManager::_get_image_asset(StringName path) {
const image_asset_map_t::iterator it = image_assets.find(path);
if (it != image_assets.end()) {
return it;
}
const Ref<Image> image = _load_image(path);
if (image.is_valid()) {
return image_assets.emplace(std::move(path), AssetManager::image_asset_t { image, nullptr }).first;
} else {
return image_assets.end();
}
}
Ref<Image> AssetManager::get_image(StringName path, bool cache) {
if (cache) {
const image_asset_map_t::const_iterator it = _get_image_asset(path);
if (it != image_assets.end()) {
return it->second.image;
} else {
return nullptr;
}
} else {
return _load_image(path);
}
}
Ref<ImageTexture> AssetManager::get_texture(StringName path) {
const image_asset_map_t::iterator it = _get_image_asset(path);
if (it != image_assets.end()) {
if (it->second.texture.is_null()) {
it->second.texture = ImageTexture::create_from_image(it->second.image);
if (it->second.texture.is_null()) {
UtilityFunctions::push_error("Failed to turn image into texture: ", path);
}
}
return it->second.texture;
} else {
return nullptr;
}
}
Ref<Font> AssetManager::get_font(StringName 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 String image_path = font_dir + name + image_ext;
const Ref<Image> image = get_image(image_path);
if (image.is_null()) {
UtilityFunctions::push_error("Failed to load font image: ", image_path, " for the font named ", name);
return nullptr;
}
GameSingleton* game_singleton = GameSingleton::get_singleton();
ERR_FAIL_NULL_V(game_singleton, nullptr);
const String lookedup_font_path =
std_to_godot_string(game_singleton->get_dataloader().lookup_file(godot_to_std_string(font_dir + name + font_ext)).string());
const Ref<Font> font = Utilities::load_godot_font(lookedup_font_path, image);
if (font.is_null()) {
UtilityFunctions::push_error("Failed to load font file ", lookedup_font_path, " for the font named ", name);
return nullptr;
}
fonts.emplace(std::move(name), font);
return font;
}
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