Dawn/src/file/assetmanager.h

288 lines
8.5 KiB
C

/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "../display/font.h"
#include "../display/texture.h"
#include "../display/scaledtexture.h"
#include "../display/shader/shader.h"
#include "../engine/thread.h"
#include "../util/array.h"
#include "asset.h"
#include "xml.h"
#define ASSET_MANAGER_ITEMS_MAX 64
#define ASSET_MANAGER_ITEM_NAME_MAX 96
#define ASSET_MANAGER_HOLDERS_MAX 8
#define ASSET_MANAGER_STATE_NOT_READY 0x00
#define ASSET_MANAGER_STATE_PENDING 0x01
#define ASSET_MANAGER_STATE_ASYNC_LOADING 0x02
#define ASSET_MANAGER_STATE_ASYNC_ERROR 0x03
#define ASSET_MANAGER_STATE_ASYNC_DONE 0x04
#define ASSET_MANAGER_STATE_SYNC_LOADING 0x05
#define ASSET_MANAGER_STATE_SYNC_ERROR 0x06
#define ASSET_MANAGER_STATE_SYNC_DONE 0x07
#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
// Loader Types
typedef struct {
font_t *font;
char *fileName;
char *data;
} assetmanagerfont_t;
typedef struct {
texture_t *texture;
char *fileName;
int32_t width, height;
pixel_t *data;
} assetmanagertexture_t;
typedef struct {
scaledtexture_t *scaledTexture;
} assetmanagerscaledtexture_t;
typedef struct {
scaledtexture_t *scaledTexture;
texture_t *texture;
uint8_t scale;
pixel_t *data;
} assetmanagerscaletexture_t;
typedef struct {
shader_t *shader;
char *fileVert;
char *fileFrag;
char *dataVert;
char *dataFrag;
} assetmanagershader_t;
// Item
typedef uint8_t assetmanagerowner_t;
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;
char key[ASSET_MANAGER_ITEM_NAME_MAX];
assetmanagerassetdata_t data;
assetmanagerowner_t holders[ASSET_MANAGER_HOLDERS_MAX];
uint8_t holderCount;
} assetmanageritem_t;
// Loader
typedef bool assetmanagerloader_t(assetmanageritem_t *item);
typedef struct {
assetmanagerloader_t *loadAsync;
assetmanagerloader_t *loadSync;
assetmanagerloader_t *dispose;
} assetmanagerloaderdefinition_t;
// Manager
typedef struct {
thread_t thread;
bool finished;
assetmanageritem_t items[ASSET_MANAGER_ITEMS_MAX];
uint8_t itemCount;
assetmanagerowner_t holders[ASSET_MANAGER_HOLDERS_MAX];
uint8_t holderCount;
bool running;
} assetmanager_t;
// Constants
extern assetmanagerloaderdefinition_t ASSET_MANAGER_LOADERS[];
/**
* Initialize the asset manager
*
* @param manager Manager to initialize.
*/
void assetManagerInit(assetmanager_t *manager);
/**
* 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);
assetmanagerowner_t assetManagerHolderCreate(assetmanager_t *man);
void assetManagerHolderRelease(assetmanager_t *man, uint8_t hold);
void assetManagerDisposeReleased(assetmanager_t *man);
void assetManagerDispose(assetmanager_t *man);
////////////////////////////////////////////////////////////////////////////////
/**
* 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, char *key);
/**
* Add or get the index that a given holder has as a manager item.
*
* @param i Asset Item to check.
* @param o Owner to get/add.
* @return The index within the item that the owner is at.
*/
uint8_t assetManagerItemGetOrAddHolder(
assetmanageritem_t *i, assetmanagerowner_t o
);
/**
* 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, assetmanagerowner_t owner,
font_t *font, char *fileName
);
bool _assetManagerLoaderFontAsync(assetmanageritem_t *item);
bool _assetManagerLoaderFontSync(assetmanageritem_t *item);
bool _assetManagerLoaderFontDispose(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);
bool _assetManagerLoaderTextureDispose(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);
bool _assetManagerLoaderTextureScaleDispose(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, assetmanagerowner_t owner,
shader_t *shader, char *fileVert, char *fileFrag
);
bool _assetManagerLoaderShaderAsync(assetmanageritem_t *item);
bool _assetManagerLoaderShaderSync(assetmanageritem_t *item);
bool _assetManagerLoaderShaderDispose(assetmanageritem_t *item);