Cleaning up some assetman code.
This commit is contained in:
@ -11,7 +11,6 @@
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#include "../display/texture.h"
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#include "../display/font.h"
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#include "../script/scripter.h"
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#include "xml.h"
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#if !defined(ASSET_PREFIX)
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#error Asset Prefix has not been defined.
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@ -39,10 +39,6 @@ void assetManagerInit(assetmanager_t *manager) {
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manager->holderCount = 0;
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}
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void assetManagerStart(assetmanager_t *manager) {
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threadStart(&manager->thread);
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}
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float assetManagerProgressGet(assetmanager_t *manager) {
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float done;
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uint8_t i;
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@ -50,25 +46,43 @@ float assetManagerProgressGet(assetmanager_t *manager) {
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done = 0.0f;
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for(i = 0; i < manager->itemCount; i++) {
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if(!assetManagerIsItemFinished(manager->items + i)) continue;
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if(!assetManagerItemIsFinished(manager->items + i)) continue;
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done++;
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}
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return done / ((float) manager->itemCount);
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}
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bool assetManagerIsItemFinished(assetmanageritem_t *item) {
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// Sync done is always done
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if(item->state == ASSET_MANAGER_STATE_SYNC_DONE) return true;
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// Only check if ASYNC is done.
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if(item->state != ASSET_MANAGER_STATE_ASYNC_DONE) return false;
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// Does it need to still sync load?
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if(ASSET_MANAGER_LOADERS[item->type].loadSync == NULL) return true;
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return false;
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assetmanagerowner_t assetManagerHolderCreate(assetmanager_t *man) {
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uint8_t i;
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// Find first available number.
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for(i = 0; i < 0xFF; i++) {
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if(arrayFind(
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sizeof(assetmanagerowner_t), man->holders, man->holderCount, &i
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) == -1) {
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break;
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}
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}
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man->holders[man->holderCount++] = i;
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return i;// No slots left.
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}
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void assetManagerHolderRelease(assetmanager_t *man, assetmanagerowner_t hold) {
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int32_t i = arrayFind(
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sizeof(assetmanagerowner_t), man->holders, man->holderCount, &hold
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);
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if(i == -1) return;
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arraySplice(sizeof(uint8_t), man->holders, i, 1, man->holderCount);
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man->holderCount--;
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}
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// Thread Management
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void assetManagerStart(assetmanager_t *manager) {
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threadStart(&manager->thread);
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}
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int32_t _assetManagerThread(thread_t *thread) {
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// TODO: Can I allow multiple threads to run?
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uint8_t i;
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@ -141,22 +155,99 @@ void assetManagerUpdate(assetmanager_t *manager) {
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manager->finished = assetManagerProgressGet(manager) >= 1.0f;
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}
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assetmanageritem_t * assetManagerItemAdd(assetmanager_t *manager) {
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assetmanageritem_t * assetManagerItemGet(assetmanager_t *man, char *key) {
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uint8_t i;
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assetmanageritem_t *item;
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for(i = 0; i < man->itemCount; i++) {
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item = man->items + i;
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if(strcmp(item->key, key) == 0) return item;
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}
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return NULL;
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}
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assetmanageritem_t * assetManagerItemAdd(assetmanager_t *manager, char *key) {
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// Check if key already exists.
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assetmanageritem_t *item = manager->items + manager->itemCount++;
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item->state = ASSET_MANAGER_STATE_PENDING;
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memcpy(item->key, key, strlen(key) + 1);
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item->holderCount = 0x00;
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return item;
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}
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uint8_t assetManagerItemGetOrAddHolder(
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assetmanageritem_t *item, assetmanagerowner_t owner
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) {
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uint8_t i, firstEmpty;
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firstEmpty = 0xFF;
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for(i = 0; i < item->holderCount; i++) {
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if(item->holders[i] == owner) return i;
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if(firstEmpty == 0xFF && item->holders[i] == 0xFF) {
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firstEmpty = i;
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}
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}
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if(firstEmpty == 0xFF) firstEmpty = item->holderCount++;
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item->holders[firstEmpty] = owner;
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return firstEmpty;
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}
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bool assetManagerItemIsFinished(assetmanageritem_t *item) {
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// Sync done is always done
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if(item->state == ASSET_MANAGER_STATE_SYNC_DONE) return true;
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// Only check if ASYNC is done.
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if(item->state != ASSET_MANAGER_STATE_ASYNC_DONE) return false;
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// Does it need to still sync load?
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if(ASSET_MANAGER_LOADERS[item->type].loadSync == NULL) return true;
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return false;
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}
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// Font
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assetmanageritem_t * assetManagerLoadFont(
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assetmanager_t *manager, assetmanagerowner_t owner,
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font_t *font, char *fileName
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) {
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assetmanageritem_t *item;
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item = assetManagerItemGet(manager, fileName);
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if(item == NULL) {
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item = assetManagerItemAdd(manager, fileName);
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item->type = ASSET_MANAGER_TYPE_FONT;
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item->data.font.fileName = fileName;
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item->data.font.font = font;
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}
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assetManagerItemGetOrAddHolder(item, owner);
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return item;
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}
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bool _assetManagerLoaderFontAsync(assetmanageritem_t *item) {
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item->data.font.data = assetStringLoad(item->data.font.fileName);
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return item->data.font.data != NULL;
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}
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bool _assetManagerLoaderFontSync(assetmanageritem_t *item) {
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fontInit(item->data.font.font, item->data.font.data);
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free(item->data.font.data);
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return true;
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}
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// Texture
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assetmanageritem_t * assetManagerLoadTexture(
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assetmanager_t *manager, texture_t *texture, char *fileName
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assetmanager_t *manager, assetmanagerowner_t owner,
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texture_t *texture, char *fileName
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) {
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assetmanageritem_t *item = assetManagerItemAdd(manager);
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item->type = ASSET_MANAGER_TYPE_TEXTURE;
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item->data.texture.fileName = fileName;
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item->data.texture.texture = texture;
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assetmanageritem_t *item;
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item = assetManagerItemGet(manager, fileName);
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if(item == NULL) {
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item = assetManagerItemAdd(manager, fileName);
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item->type = ASSET_MANAGER_TYPE_TEXTURE;
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item->data.texture.fileName = fileName;
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item->data.texture.texture = texture;
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}
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assetManagerItemGetOrAddHolder(item, owner);
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return item;
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}
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@ -202,87 +293,28 @@ bool _assetManagerLoaderTextureSync(assetmanageritem_t *item) {
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return true;
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}
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// Font
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assetmanageritem_t * assetManagerLoadFont(
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assetmanager_t *manager, font_t *font, char *fileName
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) {
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assetmanageritem_t *item = assetManagerItemAdd(manager);
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item->type = ASSET_MANAGER_TYPE_FONT;
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item->data.font.fileName = fileName;
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item->data.font.font = font;
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return item;
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}
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bool _assetManagerLoaderFontAsync(assetmanageritem_t *item) {
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item->data.font.data = assetStringLoad(item->data.font.fileName);
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return item->data.font.data != NULL;
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}
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bool _assetManagerLoaderFontSync(assetmanageritem_t *item) {
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fontInit(item->data.font.font, item->data.font.data);
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free(item->data.font.data);
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return true;
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}
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// Shader
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assetmanageritem_t * assetManagerLoadShader(
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assetmanager_t *manager, shader_t *shader, char *fileVert, char *fileFrag
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) {
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assetmanageritem_t *item = assetManagerItemAdd(manager);
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item->type = ASSET_MANAGER_TYPE_SHADER;
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item->data.shader.shader = shader;
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item->data.shader.fileVert = fileVert;
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item->data.shader.fileFrag = fileFrag;
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return item;
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}
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bool _assetManagerLoaderShaderAsync(assetmanageritem_t *item) {
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item->data.shader.dataVert = assetStringLoad(item->data.shader.fileVert);
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if(item->data.shader.dataVert == NULL) return false;
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item->data.shader.dataFrag = assetStringLoad(item->data.shader.fileFrag);
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if(item->data.shader.dataFrag == NULL) {
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free(item->data.shader.fileVert);
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return false;
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}
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return true;
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}
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bool _assetManagerLoaderShaderSync(assetmanageritem_t *item) {
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shaderInit(
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item->data.shader.shader,
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item->data.shader.dataVert,
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item->data.shader.dataFrag
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);
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free(item->data.shader.dataFrag);
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free(item->data.shader.dataVert);
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return true;
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}
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// Scaled Texture
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assetmanageritem_t * assetManagerLoadScaledTexture(
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assetmanager_t *manager, scaledtexture_t *st, char *path, char *file
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assetmanager_t *manager, assetmanagerowner_t owner,
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scaledtexture_t *st, char *path, char *file
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) {
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assetmanageritem_t *item = assetManagerItemAdd(manager);
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assetmanageritem_t *item;
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char buffer[ASSET_MANAGER_ITEM_NAME_MAX];
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sprintf(buffer, "%s/%s", path, file);
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item = assetManagerItemGet(manager, buffer);
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if(item == NULL) {
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item = assetManagerItemAdd(manager, buffer);
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item->type = ASSET_MANAGER_TYPE_SCALED_TEXTURE;
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item->data.scaledTexture.scaledTexture = st;
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item->type = ASSET_MANAGER_TYPE_SCALED_TEXTURE;
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item->data.scaledTexture.scaledTexture = st;
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// Unlike most other loaded things, here I actually use the MT itself for the
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// storage of many variables.
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st->scaleCount = 0;
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st->baseWidth = 0;
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st->baseHeight = 0;
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st->path = path;
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st->file = file;
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st->scaleCount = 0;
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st->baseWidth = 0;
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st->baseHeight = 0;
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st->path = path;
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st->file = file;
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}
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assetManagerItemGetOrAddHolder(item, owner);
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return item;
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}
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@ -328,18 +360,23 @@ bool _assetManagerLoaderScaledTextureAsync(assetmanageritem_t *item) {
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return true;
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}
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// Texture Scale
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assetmanageritem_t * assetManagerLoadTextureScale(
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assetmanager_t *manager, scaledtexture_t *st, texture_t *text, uint8_t scale
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assetmanager_t *manager, assetmanagerowner_t owner,
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scaledtexture_t *st, texture_t *text, uint8_t scale
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) {
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assetmanageritem_t *item = assetManagerItemAdd(manager);
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item->type = ASSET_MANAGER_TYPE_SCALE_TEXTURE;
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item->data.scaleTexture.scale = scale;
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item->data.scaleTexture.texture = text;
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item->data.scaleTexture.scaledTexture = st;
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assetmanageritem_t *item;
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char buffer[ASSET_MANAGER_ITEM_NAME_MAX];
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sprintf(buffer, "%s/%s_%u", st->path, st->file, scale);
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item = assetManagerItemGet(manager, buffer);
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if(item == NULL) {
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item = assetManagerItemAdd(manager, buffer);
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item->type = ASSET_MANAGER_TYPE_SCALE_TEXTURE;
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item->data.scaleTexture.scale = scale;
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item->data.scaleTexture.texture = text;
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item->data.scaleTexture.scaledTexture = st;
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}
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assetManagerItemGetOrAddHolder(item, owner);
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return item;
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}
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@ -386,24 +423,46 @@ bool _assetManagerLoaderTextureScaleSync(assetmanageritem_t *item) {
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return true;
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}
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assetmanagerowner_t assetManagerHolderCreate(assetmanager_t *man) {
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uint8_t i;
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// Find first available number.
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for(i = 0; i < 0xFF; i++) {
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if(arrayFind(sizeof(uint8_t), man->holders, man->holderCount, &i) == -1) {
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break;
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}
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// Shader
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assetmanageritem_t * assetManagerLoadShader(
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assetmanager_t *manager, assetmanagerowner_t owner,
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shader_t *shader, char *fileVert, char *fileFrag
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) {
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assetmanageritem_t *item;
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char buffer[ASSET_MANAGER_ITEM_NAME_MAX];
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sprintf(buffer, "%s/%s", fileVert, fileFrag);
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item = assetManagerItemGet(manager, buffer);
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if(item == NULL) {
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item = assetManagerItemAdd(manager, buffer);
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item->type = ASSET_MANAGER_TYPE_SHADER;
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item->data.shader.shader = shader;
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item->data.shader.fileVert = fileVert;
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item->data.shader.fileFrag = fileFrag;
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}
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man->holders[man->holderCount++] = i;
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return i;// No slots left.
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assetManagerItemGetOrAddHolder(item, owner);
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return item;
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}
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void assetManagerHolderRelease(assetmanager_t *man, assetmanagerowner_t hold) {
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uint8_t i = arrayFind(sizeof(uint8_t), man->holders, man->holderCount, &hold);
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if(i == -1) return;
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arraySplice(sizeof(uint8_t), man->holders, i, 1, man->holderCount);
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man->holderCount--;
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}
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bool _assetManagerLoaderShaderAsync(assetmanageritem_t *item) {
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item->data.shader.dataVert = assetStringLoad(item->data.shader.fileVert);
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if(item->data.shader.dataVert == NULL) return false;
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item->data.shader.dataFrag = assetStringLoad(item->data.shader.fileFrag);
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if(item->data.shader.dataFrag == NULL) {
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free(item->data.shader.fileVert);
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return false;
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}
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return true;
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}
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bool _assetManagerLoaderShaderSync(assetmanageritem_t *item) {
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shaderInit(
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item->data.shader.shader,
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item->data.shader.dataVert,
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item->data.shader.dataFrag
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);
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free(item->data.shader.dataFrag);
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free(item->data.shader.dataVert);
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return true;
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}
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@ -6,18 +6,19 @@
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*/
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#pragma once
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#include "asset.h"
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#include "../util/flags.h"
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#include "../engine/thread.h"
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#include "../display/shader.h"
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#include "../libs.h"
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#include "../display/font.h"
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#include "../display/texture.h"
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#include "../display/scaledtexture.h"
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#include "../display/font.h"
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#include "../script/scripter.h"
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#include "../display/shader.h"
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#include "../engine/thread.h"
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#include "../util/array.h"
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#include "asset.h"
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#include "xml.h"
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#define ASSET_MANAGER_ITEMS_MAX 64
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#define ASSET_MANAGER_ITEM_NAME_MAX 32
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#define ASSET_MANAGER_HOLDERS_MAX 8
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#define ASSET_MANAGER_STATE_PENDING 0x00
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@ -34,7 +35,13 @@
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#define ASSET_MANAGER_TYPE_SCALED_TEXTURE 0x03
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#define ASSET_MANAGER_TYPE_SCALE_TEXTURE 0x04
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// Types
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// Loader Types
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typedef struct {
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font_t *font;
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char *fileName;
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char *data;
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} assetmanagerfont_t;
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typedef struct {
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texture_t *texture;
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char *fileName;
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@ -42,20 +49,6 @@ typedef struct {
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pixel_t *data;
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} assetmanagertexture_t;
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typedef struct {
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shader_t *shader;
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char *fileVert;
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char *fileFrag;
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char *dataVert;
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char *dataFrag;
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} assetmanagershader_t;
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typedef struct {
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font_t *font;
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char *fileName;
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char *data;
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} assetmanagerfont_t;
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typedef struct {
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scaledtexture_t *scaledTexture;
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} assetmanagerscaledtexture_t;
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@ -67,6 +60,13 @@ typedef struct {
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pixel_t *data;
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} assetmanagerscaletexture_t;
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typedef struct {
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shader_t *shader;
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char *fileVert;
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char *fileFrag;
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char *dataVert;
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char *dataFrag;
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} assetmanagershader_t;
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// Item
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typedef uint8_t assetmanagerowner_t;
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@ -82,11 +82,12 @@ typedef union {
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typedef struct {
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uint8_t type;
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uint8_t state;
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char key[ASSET_MANAGER_ITEM_NAME_MAX];
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assetmanagerassetdata_t data;
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assetmanagerowner_t holders[ASSET_MANAGER_HOLDERS_MAX];
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uint8_t holderCount;
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} assetmanageritem_t;
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// Loader
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typedef bool assetmanagerloader_t(assetmanageritem_t *item);
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@ -95,21 +96,19 @@ typedef struct {
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assetmanagerloader_t *loadSync;
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} assetmanagerloaderdefinition_t;
|
||||
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||||
|
||||
// Manager
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||||
typedef struct {
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thread_t thread;
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||||
bool finished;
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||||
assetmanageritem_t items[ASSET_MANAGER_ITEMS_MAX];
|
||||
uint8_t itemCount;
|
||||
bool finished;
|
||||
|
||||
assetmanagerowner_t holders[ASSET_MANAGER_HOLDERS_MAX];
|
||||
uint8_t holderCount;
|
||||
} assetmanager_t;
|
||||
|
||||
// Constants
|
||||
extern assetmanagerloaderdefinition_t ASSET_MANAGER_LOADERS[];
|
||||
|
||||
|
||||
/**
|
||||
* Initialize the asset manager
|
||||
*
|
||||
@ -117,30 +116,6 @@ extern assetmanagerloaderdefinition_t ASSET_MANAGER_LOADERS[];
|
||||
*/
|
||||
void assetManagerInit(assetmanager_t *manager);
|
||||
|
||||
/**
|
||||
* Begin asynchronously loading all of the assets
|
||||
*
|
||||
* @param manager Manager to begin async loading.
|
||||
*/
|
||||
void assetManagerStart(assetmanager_t *manager);
|
||||
|
||||
/**
|
||||
* Synchronously tick the asset manager. Some assets require some form of sync
|
||||
* operations, such as buffering to the GPU, so make sure this is called at a
|
||||
* good time for that task, such as right at the end of a frame.
|
||||
*
|
||||
* @param manager Manager to synchronously tick.
|
||||
*/
|
||||
void assetManagerUpdate(assetmanager_t *manager);
|
||||
|
||||
/**
|
||||
* Returns whether or not the given item is finished.
|
||||
*
|
||||
* @param item Item to check state of.
|
||||
* @return True if finished, otherwise false.
|
||||
*/
|
||||
bool assetManagerIsItemFinished(assetmanageritem_t *item);
|
||||
|
||||
/**
|
||||
* Gets the progress of the asset manager as a representation of 0-1 as a % that
|
||||
* has loaded.
|
||||
@ -150,82 +125,156 @@ bool assetManagerIsItemFinished(assetmanageritem_t *item);
|
||||
*/
|
||||
float assetManagerProgressGet(assetmanager_t *manager);
|
||||
|
||||
uint8_t assetManagerHolderCreate(assetmanager_t *man);
|
||||
void assetManagerHolderRelease(assetmanager_t *man, uint8_t hold);
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/**
|
||||
* Begin asynchronously loading all of the assets
|
||||
*
|
||||
* @param manager Manager to begin async loading.
|
||||
*/
|
||||
void assetManagerStart(assetmanager_t *manager);
|
||||
|
||||
/** Private Thread that is executed asynchronously */
|
||||
int32_t _assetManagerThread(thread_t *thread);
|
||||
|
||||
/**
|
||||
* Synchronously tick the asset manager. Some assets require some form of sync
|
||||
* operations, such as buffering to the GPU, so make sure this is called at a
|
||||
* good time for that task, such as right at the end of a frame.
|
||||
*
|
||||
* @param manager Manager to synchronously tick.
|
||||
*/
|
||||
void assetManagerUpdate(assetmanager_t *manager);
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/**
|
||||
* Retreive an exisitng asset manager item by its key.
|
||||
*
|
||||
* @param man Manager to get from
|
||||
* @param key Key to search for.
|
||||
* @return The matching asset manager item, or NULL if not found.
|
||||
*/
|
||||
assetmanageritem_t * assetManagerItemGet(assetmanager_t *man, char *key);
|
||||
|
||||
/**
|
||||
* Private method, simply adds an item to the manager and resets the state.
|
||||
*
|
||||
* @param manager Manager to add to.
|
||||
* @param key Key to use when adding.
|
||||
* @return The added and reset item.
|
||||
*/
|
||||
assetmanageritem_t * assetManagerItemAdd(assetmanager_t *manager);
|
||||
assetmanageritem_t * assetManagerItemAdd(assetmanager_t *manager, char *key);
|
||||
|
||||
/**
|
||||
* Queue a texture load onto the asset manager buffer.
|
||||
* Add or get the index that a given holder has as a manager item.
|
||||
*
|
||||
* @param manager Manager to queue on to.
|
||||
* @param texture Texture to push the result in to.
|
||||
* @param fileName Texture filename to load.
|
||||
* @return A pointer to the asset manager item for tracking.
|
||||
* @param i Asset Item to check.
|
||||
* @param o Owner to get/add.
|
||||
* @return The index within the item that the owner is at.
|
||||
*/
|
||||
assetmanageritem_t * assetManagerLoadTexture(
|
||||
assetmanager_t *manager, texture_t *texture, char *fileName
|
||||
uint8_t assetManagerItemGetOrAddHolder(
|
||||
assetmanageritem_t *i, assetmanagerowner_t o
|
||||
);
|
||||
|
||||
bool _assetManagerLoaderTextureAsync(assetmanageritem_t *item);
|
||||
bool _assetManagerLoaderTextureSync(assetmanageritem_t *item);
|
||||
/**
|
||||
* Checks if a given asset item is finished or not.
|
||||
*
|
||||
* @param item Item to check.
|
||||
* @return True if finished, otherwise false.
|
||||
*/
|
||||
bool assetManagerItemIsFinished(assetmanageritem_t *item);
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/**
|
||||
* Queue a font load onto the asset manager buffer.
|
||||
*
|
||||
* @param manager Manager to queue on to.
|
||||
* @param owner Owner ID requesting to load this resource.
|
||||
* @param font Font to push the result in to.
|
||||
* @param fileName Filename of the asset to load.
|
||||
* @return A pointer to the asset manager item for tracking.
|
||||
*/
|
||||
assetmanageritem_t * assetManagerLoadFont(
|
||||
assetmanager_t *manager, font_t *font, char *fileName
|
||||
assetmanager_t *manager, assetmanagerowner_t owner,
|
||||
font_t *font, char *fileName
|
||||
);
|
||||
|
||||
bool _assetManagerLoaderFontAsync(assetmanageritem_t *item);
|
||||
bool _assetManagerLoaderFontSync(assetmanageritem_t *item);
|
||||
|
||||
/**
|
||||
* Queue a texture load onto the asset manager buffer.
|
||||
*
|
||||
* @param manager Manager to queue on to.
|
||||
* @param owner Owner ID requesting to load this resource.
|
||||
* @param texture Texture to push the result in to.
|
||||
* @param fileName Texture filename to load.
|
||||
* @return A pointer to the asset manager item for tracking.
|
||||
*/
|
||||
assetmanageritem_t * assetManagerLoadTexture(
|
||||
assetmanager_t *manager, assetmanagerowner_t owner,
|
||||
texture_t *texture, char *fileName
|
||||
);
|
||||
|
||||
bool _assetManagerLoaderTextureAsync(assetmanageritem_t *item);
|
||||
bool _assetManagerLoaderTextureSync(assetmanageritem_t *item);
|
||||
|
||||
/**
|
||||
* Queue a scaled texture load asset to the asset manager buffer. This will not
|
||||
* actually load the texture, just the scaled texture information.
|
||||
*
|
||||
* @param manager Manager to queue on to.
|
||||
* @param owner Owner ID requesting to load this resource.
|
||||
* @param mt Scaled Texture to load in to.
|
||||
* @param path Path of the texture files
|
||||
* @param file File name of the texture sets.
|
||||
* @return A pointer to the asset manager item for tracking.
|
||||
*/
|
||||
assetmanageritem_t * assetManagerLoadScaledTexture(
|
||||
assetmanager_t *manager, assetmanagerowner_t owner,
|
||||
scaledtexture_t *st, char *path, char *file
|
||||
);
|
||||
|
||||
bool _assetManagerLoaderScaledTextureAsync(assetmanageritem_t *item);
|
||||
|
||||
/**
|
||||
* Load the given texture scale for a scaled texture.
|
||||
*
|
||||
* @param manager Manager to queue on to.
|
||||
* @param owner Owner ID requesting to load this resource.
|
||||
* @param st Scaled Texture to load in to.
|
||||
* @param text Texture to load the scale in to.
|
||||
* @param scale Scale to load.
|
||||
* @return A pointer to the asset manager item for tracking.
|
||||
*/
|
||||
assetmanageritem_t * assetManagerLoadTextureScale(
|
||||
assetmanager_t *manager, assetmanagerowner_t owner,
|
||||
scaledtexture_t *st, texture_t *text, uint8_t scale
|
||||
);
|
||||
|
||||
bool _assetManagerLoaderTextureScaleAsync(assetmanageritem_t *item);
|
||||
bool _assetManagerLoaderTextureScaleSync(assetmanageritem_t *item);
|
||||
|
||||
/**
|
||||
* Queues a shader load onto the asset manager buffer.
|
||||
*
|
||||
* @param manager Manager to queue on to.
|
||||
* @param owner Owner ID requesting to load this resource.
|
||||
* @param shader Shader to push the result in to.
|
||||
* @param fileVert Vertex file in question to load.
|
||||
* @param fileFrag Fragment file in question to load.
|
||||
* @return A pointer to the asset manager item for tracking.
|
||||
*/
|
||||
assetmanageritem_t * assetManagerLoadShader(
|
||||
assetmanager_t *manager, shader_t *shader, char *fileVert, char *fileFrag
|
||||
assetmanager_t *manager, assetmanagerowner_t owner,
|
||||
shader_t *shader, char *fileVert, char *fileFrag
|
||||
);
|
||||
|
||||
bool _assetManagerLoaderShaderAsync(assetmanageritem_t *item);
|
||||
bool _assetManagerLoaderShaderSync(assetmanageritem_t *item);
|
||||
|
||||
|
||||
assetmanageritem_t * assetManagerLoadScaledTexture(
|
||||
assetmanager_t *manager, scaledtexture_t *mt, char *path, char *file
|
||||
);
|
||||
|
||||
bool _assetManagerLoaderScaledTextureAsync(assetmanageritem_t *item);
|
||||
|
||||
|
||||
|
||||
|
||||
assetmanageritem_t * assetManagerLoadTextureScale(
|
||||
assetmanager_t *manager, scaledtexture_t *st, texture_t *text, uint8_t scale
|
||||
);
|
||||
|
||||
bool _assetManagerLoaderTextureScaleAsync(assetmanageritem_t *item);
|
||||
bool _assetManagerLoaderTextureScaleSync(assetmanageritem_t *item);
|
||||
|
||||
|
||||
|
||||
|
||||
uint8_t assetManagerHolderCreate(assetmanager_t *man);
|
||||
void assetManagerHolderRelease(assetmanager_t *man, uint8_t hold);
|
Reference in New Issue
Block a user