Made scenes, items and components a lot cleaner, asset manager also cleans up properly.

This commit is contained in:
2024-12-02 16:19:25 -06:00
parent 2af55041c8
commit 9fd4c2399f
18 changed files with 191 additions and 213 deletions

View File

@@ -30,44 +30,27 @@ void AssetManager::update() {
}
void AssetManager::remove(const std::shared_ptr<AssetLoader> loader) {
auto existing = std::find(
pendingAssetLoaders.begin(), pendingAssetLoaders.end(), loader
);
if(existing != pendingAssetLoaders.end()) {
pendingAssetLoaders.erase(existing);
for(
auto it = pendingAssetLoaders.begin();
it != pendingAssetLoaders.end();
it++
) {
if(*it != loader) continue;
pendingAssetLoaders.erase(it);
return;
}
existing = std::find(
finishedAssetLoaders.begin(), finishedAssetLoaders.end(), loader
);
if(existing != finishedAssetLoaders.end()) {
finishedAssetLoaders.erase(existing);
for(
auto it = finishedAssetLoaders.begin();
it != finishedAssetLoaders.end();
it++
) {
if(it->lock() != loader) continue;
finishedAssetLoaders.erase(it);
return;
}
}
// Disabled because it does not respect scopes
// void AssetManager::removeExisting(const std::string &filename) {
// auto existing = std::find_if(
// pendingAssetLoaders.begin(), pendingAssetLoaders.end(),
// [&](auto &loader) {
// return loader->name == filename;
// }
// );
// if(existing != pendingAssetLoaders.end()) {
// pendingAssetLoaders.erase(existing);
// }
// existing = std::find_if(
// finishedAssetLoaders.begin(), finishedAssetLoaders.end(),
// [&](auto &loader) {
// return loader->name == filename;
// }
// );
// if(existing != finishedAssetLoaders.end()) {
// finishedAssetLoaders.erase(existing);
// }
// }
bool_t AssetManager::isEverythingLoaded() {
return pendingAssetLoaders.size() == 0;
}

View File

@@ -14,7 +14,7 @@ namespace Dawn {
private:
std::weak_ptr<Game> game;
std::vector<std::shared_ptr<AssetLoader>> pendingAssetLoaders;
std::vector<std::shared_ptr<AssetLoader>> finishedAssetLoaders;
std::vector<std::weak_ptr<AssetLoader>> finishedAssetLoaders;
/**
* Returns an existing asset loader if it exists.
@@ -24,32 +24,21 @@ namespace Dawn {
*/
template<class T>
std::shared_ptr<T> getExisting(const std::string &filename) {
auto existing = std::find_if(
pendingAssetLoaders.begin(),
pendingAssetLoaders.end(),
[&](auto &loader) {
return (
loader->name == filename &&
loader->getAssetType() == T::ASSET_TYPE
);
}
);
if(existing == pendingAssetLoaders.end()) {
existing = std::find_if(
finishedAssetLoaders.begin(), finishedAssetLoaders.end(),
[&](auto &loader) {
return (
loader->name == filename &&
loader->getAssetType() == T::ASSET_TYPE
);
}
);
if(existing == finishedAssetLoaders.end()) return nullptr;
for(auto &loader : pendingAssetLoaders) {
if(loader->name != filename) continue;
if(loader->getAssetType() != T::ASSET_TYPE) continue;
return std::static_pointer_cast<T>(loader);
}
return std::static_pointer_cast<T>(*existing);
for(auto &wLoader : finishedAssetLoaders) {
auto loader = wLoader.lock();
if(!loader) continue;
if(loader->name != filename) continue;
if(loader->getAssetType() != T::ASSET_TYPE) continue;
return std::static_pointer_cast<T>(loader);
}
return nullptr;
}
/**

View File

@@ -57,8 +57,40 @@ void SceneLoader::setupDependencies() {
this->state = SceneLoaderState::LOADING_DEPENDENCIES;
}
void SceneLoader::sceneInitializer(Scene &scene) {
std::cout << "Initializing scene" << std::endl;
void SceneLoader::updateAsync() {
switch(this->state) {
case SceneLoaderState::INITIAL:
this->jsonLoader = getAssetManager()->get<JSONLoader>(this->name);
this->state = SceneLoaderState::LOADING_JSON;
break;
case SceneLoaderState::LOADING_JSON:
assertNotNull(this->jsonLoader, "JSON Loader is NULL?");
if(!this->jsonLoader->loaded) return;
this->setupDependencies();
break;
case SceneLoaderState::LOADING_DEPENDENCIES:
// Check if all dependencies are loaded.
for(auto &asset : ctx.assets) {
if(!asset.second->loaded) return;
}
this->state = SceneLoaderState::DEPENDENCIES_LOADED;
break;
case SceneLoaderState::DEPENDENCIES_LOADED:
std::cout << "Deps Loaded" << std::endl;
ctx.scene = std::make_shared<Scene>(this->getAssetManager()->getGame());
this->state = SceneLoaderState::PENDING_STAGE;
break;
default:
break;
}
}
void SceneLoader::updateSync() {
if(this->state != SceneLoaderState::PENDING_STAGE) return;
auto &data = this->jsonLoader->data;
if(data.contains("items")) {
@@ -66,7 +98,7 @@ void SceneLoader::sceneInitializer(Scene &scene) {
for(auto &item : data["items"].items()) {
auto &itemName = item.key();
auto &itemData = item.value();
auto sceneItem = scene.createSceneItem();
auto sceneItem = ctx.scene->createSceneItem();
ctx.items[itemName] = sceneItem;
}
@@ -97,51 +129,7 @@ void SceneLoader::sceneInitializer(Scene &scene) {
this->jsonLoader = nullptr;
this->state = SceneLoaderState::DONE;
getAssetManager()->remove(shared_from_this());
}
void SceneLoader::updateAsync() {
switch(this->state) {
case SceneLoaderState::INITIAL:
this->jsonLoader = getAssetManager()->get<JSONLoader>(this->name);
this->state = SceneLoaderState::LOADING_JSON;
break;
case SceneLoaderState::LOADING_JSON:
assertNotNull(this->jsonLoader, "JSON Loader is NULL?");
if(!this->jsonLoader->loaded) return;
this->setupDependencies();
break;
case SceneLoaderState::LOADING_DEPENDENCIES:
// Check if all dependencies are loaded.
for(auto &asset : ctx.assets) {
if(!asset.second->loaded) return;
}
this->state = SceneLoaderState::DEPENDENCIES_LOADED;
break;
case SceneLoaderState::DEPENDENCIES_LOADED:
std::cout << "Deps Loaded" << std::endl;
this->loaded = true;
ctx.scene = std::make_shared<Scene>(
this->getAssetManager()->getGame(),
[this](Scene &scene) -> void {
this->sceneInitializer(scene);
}
);
this->state = SceneLoaderState::PENDING_STAGE;
this->loaded = true;
break;
default:
break;
}
}
void SceneLoader::updateSync() {
this->loaded = true;
}
std::string SceneLoader::getAssetType() const {

View File

@@ -31,13 +31,6 @@ namespace Dawn {
*/
void setupDependencies();
/**
* Scene intializer function to stage the loaded scene.
*
* @param scene Scene that is being staged.
*/
void sceneInitializer(Scene &scene);
public:
const static std::string ASSET_TYPE;