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path: root/extension/src/openvic-extension/singletons/AssetManager.cpp
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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;
}