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path: root/extension/src/openvic-extension/singletons/AssetManager.hpp
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#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/GFXSprite.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;
      };
      /* deque_ordered_map to avoid the need to reallocate. */
      using image_asset_map_t = deque_ordered_map<godot::StringName, image_asset_t>;
      using font_map_t = deque_ordered_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 const& path);
      image_asset_t* _get_image_asset(godot::StringName const& path, bool flip_y);

   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 const& path, bool cache = true, bool flip_y = false);

      /* 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 const& path, bool flip_y = false);

      /* 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 const& name);
   };
}