cleaned things up a bit, looks good to start implementing the rpg mechs
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@@ -7,7 +7,7 @@
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using namespace Dawn;
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JSONLoader::JSONLoader(const std::string &name) :
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JSONLoader::JSONLoader(const std::string name) :
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AssetLoader(name),
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loader(name),
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state(JSONLoaderState::INITIAL)
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@@ -25,7 +25,7 @@ namespace Dawn {
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public:
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json data;
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JSONLoader(const std::string &name);
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JSONLoader(const std::string name);
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void updateSync() override;
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void updateAsync() override;
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~JSONLoader();
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@@ -8,13 +8,12 @@
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using namespace Dawn;
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TextureLoader::TextureLoader(const std::string &name) :
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TextureLoader::TextureLoader(const std::string name) :
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AssetLoader(name),
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loader(name + ".texture"),
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loader(name),
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state(TextureLoaderLoadState::INITIAL)
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{
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sharedTexture = std::make_shared<Texture>();
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weakTexture = sharedTexture;
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texture = std::make_shared<Texture>();
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}
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void TextureLoader::updateAsync() {
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@@ -114,34 +113,35 @@ void TextureLoader::updateSync() {
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if(this->state != TextureLoaderLoadState::ASYNC_DONE) return;
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this->state = TextureLoaderLoadState::SYNC_LOADING;
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assertNotNull(this->sharedTexture, "Texture is null!");
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assertNotNull(this->texture, "Texture is null!");
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assertNotNull(this->data, "Texture data is null!");
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// Setup Texture
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this->sharedTexture->setSize(
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this->texture->setSize(
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this->width,
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this->height,
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this->format,
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TextureDataFormat::UNSIGNED_BYTE
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);
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this->sharedTexture->buffer(this->data);
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this->texture->buffer(this->data);
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// Free data buffer
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delete[] this->data;
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this->data = nullptr;
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// Leat go of the held pointer
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this->sharedTexture = nullptr;
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// Hand off and call done
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this->state = TextureLoaderLoadState::SYNC_DONE;
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this->loaded = true;
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}
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std::shared_ptr<Texture> TextureLoader::getTexture() {
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return this->texture;
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}
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TextureLoader::~TextureLoader() {
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if(this->data != nullptr) {
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delete[] this->data;
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this->data = nullptr;
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}
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this->sharedTexture = nullptr;
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this->texture = nullptr;
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}
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@@ -30,22 +30,27 @@ namespace Dawn {
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enum TextureWrapMode wrapY;
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enum TextureFilterMode filterMin;
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enum TextureFilterMode filterMag;
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std::shared_ptr<Texture> texture;
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public:
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std::shared_ptr<Texture> sharedTexture;
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std::weak_ptr<Texture> weakTexture;
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/**
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* Constructs a texture asset loader. You should instead use the parent
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* asset managers' abstracted load method
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*
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* @param name File name asset to load, omitting the extension.
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*/
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TextureLoader(const std::string &name);
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TextureLoader(const std::string name);
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void updateSync() override;
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void updateAsync() override;
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/**
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* Get the texture asset.
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*
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* @return Texture asset.
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*/
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std::shared_ptr<Texture> getTexture();
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/**
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* Dispose / Cleanup the texture asset. Will also dispose the underlying
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* texture itself.
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@@ -8,9 +8,9 @@
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using namespace Dawn;
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TrueTypeLoader::TrueTypeLoader(const std::string &name) :
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TrueTypeLoader::TrueTypeLoader(const std::string name) :
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AssetLoader(name),
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loader(name + ".ttf")
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loader(name)
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{
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// Init the font.
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auto ret = FT_Init_FreeType(&fontLibrary);
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@@ -33,7 +33,7 @@ namespace Dawn {
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*
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* @param name File name asset to load, omitting the extension.
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*/
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TrueTypeLoader(const std::string &name);
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TrueTypeLoader(const std::string name);
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void updateSync() override;
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void updateAsync() override;
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