aboutsummaryrefslogtreecommitdiff
path: root/extension/src/openvic-extension/singletons/AssetManager.hpp
blob: e6a7664f1f7b549c03bd4f918fabf1a6fc744cc3 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
#pragma once

#include <godot_cpp/classes/atlas_texture.hpp>
#include <godot_cpp/classes/font.hpp>
#include <godot_cpp/classes/image_texture.hpp>
#include <godot_cpp/core/class_db.hpp>

#include <openvic-simulation/interface/GFX.hpp>

namespace OpenVic {
   class AssetManager : public godot::Object {
      GDCLASS(AssetManager, godot::Object)

      static inline AssetManager* _singleton = nullptr;

      struct image_asset_t {
         godot::Ref<godot::Image> image;
         godot::Ref<godot::ImageTexture> texture;
      };
      using image_asset_map_t = std::map<godot::StringName, image_asset_t>;
      using font_map_t = std::map<godot::StringName, godot::Ref<godot::Font>>;

      image_asset_map_t image_assets;
      font_map_t fonts;

      static godot::Ref<godot::Image> _load_image(godot::StringName path);
      image_asset_map_t::iterator _get_image_asset(godot::StringName path);

   protected:
      static void _bind_methods();

   public:
      static AssetManager* get_singleton();

      AssetManager();
      ~AssetManager();

      /* Search for and load an image at the specified path relative to the game defines, first checking the AssetManager's
       * image cache (if cache is true) in case it has already been loaded, and returning nullptr if image loading fails. */
      godot::Ref<godot::Image> get_image(godot::StringName path, bool cache = true);

      /* Create a texture from an image found at the specified path relative to the game defines, fist checking
       * AssetManager's texture cache in case it has already been loaded, and returning nullptr if image loading
       * or texture creation fails. */
      godot::Ref<godot::ImageTexture> get_texture(godot::StringName path);

      /* Search for and load a font with the specified name from the game defines' font directory, first checking the
       * AssetManager's font cache in case it has already been loaded, and returning nullptr if font loading fails. */
      godot::Ref<godot::Font> get_font(godot::StringName name);
   };
}