Dawn/src/file/assetmanager.h

217 lines
5.7 KiB
C

/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset.h"
#include "../util/flags.h"
#include "../engine/thread.h"
#include "../display/shader.h"
#include "../display/texture.h"
#include "../display/scaledtexture.h"
#include "../display/font.h"
#include "../script/scripter.h"
#include "xml.h"
#define ASSET_MANAGER_ITEMS_MAX 64
#define ASSET_MANAGER_STATE_PENDING 0x00
#define ASSET_MANAGER_STATE_ASYNC_LOADING 0x01
#define ASSET_MANAGER_STATE_ASYNC_ERROR 0x02
#define ASSET_MANAGER_STATE_ASYNC_DONE 0x03
#define ASSET_MANAGER_STATE_SYNC_LOADING 0x04
#define ASSET_MANAGER_STATE_SYNC_ERROR 0x05
#define ASSET_MANAGER_STATE_SYNC_DONE 0x06
#define ASSET_MANAGER_TYPE_TEXTURE 0x00
#define ASSET_MANAGER_TYPE_FONT 0x01
#define ASSET_MANAGER_TYPE_SHADER 0x02
#define ASSET_MANAGER_TYPE_SCALED_TEXTURE 0x03
#define ASSET_MANAGER_TYPE_SCALE_TEXTURE 0x04
// Types
typedef struct {
texture_t *texture;
char *fileName;
int32_t width, height;
pixel_t *data;
} assetmanagertexture_t;
typedef struct {
shader_t *shader;
char *fileVert;
char *fileFrag;
char *dataVert;
char *dataFrag;
} assetmanagershader_t;
typedef struct {
font_t *font;
char *fileName;
char *data;
} assetmanagerfont_t;
typedef struct {
scaledtexture_t *scaledTexture;
} assetmanagerscaledtexture_t;
typedef struct {
scaledtexture_t *scaledTexture;
texture_t *texture;
uint8_t scale;
pixel_t *data;
} assetmanagerscaletexture_t;
// Item
typedef union {
assetmanagertexture_t texture;
assetmanagershader_t shader;
assetmanagerfont_t font;
assetmanagerscaledtexture_t scaledTexture;
assetmanagerscaletexture_t scaleTexture;
} assetmanagerassetdata_t;
typedef struct {
uint8_t type;
uint8_t state;
assetmanagerassetdata_t data;
} assetmanageritem_t;
// Loader
typedef bool assetmanagerloader_t(assetmanageritem_t *item);
typedef struct {
assetmanagerloader_t *loadAsync;
assetmanagerloader_t *loadSync;
} assetmanagerloaderdefinition_t;
// Manager
typedef struct {
thread_t thread;
assetmanageritem_t items[ASSET_MANAGER_ITEMS_MAX];
uint8_t itemCount;
bool finished;
} assetmanager_t;
extern assetmanagerloaderdefinition_t ASSET_MANAGER_LOADERS[];
/**
* Initialize the asset manager
*
* @param manager Manager to initialize.
*/
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.
*
* @param manager Manager to check the state of.
* @return The progress percent as a representation of 0-1
*/
float assetManagerProgressGet(assetmanager_t *manager);
/** Private Thread that is executed asynchronously */
int32_t _assetManagerThread(thread_t *thread);
/**
* Private method, simply adds an item to the manager and resets the state.
*
* @param manager Manager to add to.
* @return The added and reset item.
*/
assetmanageritem_t * assetManagerItemAdd(assetmanager_t *manager);
/**
* Queue a texture load onto the asset manager buffer.
*
* @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.
*/
assetmanageritem_t * assetManagerLoadTexture(
assetmanager_t *manager, texture_t *texture, char *fileName
);
bool _assetManagerLoaderTextureAsync(assetmanageritem_t *item);
bool _assetManagerLoaderTextureSync(assetmanageritem_t *item);
/**
* Queue a font load onto the asset manager buffer.
*
* @param manager Manager to queue on to.
* @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
);
bool _assetManagerLoaderFontAsync(assetmanageritem_t *item);
bool _assetManagerLoaderFontSync(assetmanageritem_t *item);
/**
* Queues a shader load onto the asset manager buffer.
*
* @param manager Manager to queue on to.
* @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
);
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);