diff options
| author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-13 15:56:32 +0100 | 
|---|---|---|
| committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-13 15:56:32 +0100 | 
| commit | 2933655dea64f11f200f42fe51e58dacc5f160eb (patch) | |
| tree | df285acaada7b482e27cdea4555bd91ce0d3d603 /src | |
| parent | 78c370bd6cb37c156d06e098fe4e555a9da9dcee (diff) | |
| parent | f2509e89c02894ebd3ad992324eb300103621d26 (diff) | |
merge `master` into `loek/cleanup`
Diffstat (limited to 'src')
| -rw-r--r-- | src/crepe/api/AssetManager.h | 35 | ||||
| -rw-r--r-- | src/crepe/facade/SDLContext.cpp | 2 | ||||
| -rw-r--r-- | src/example/rendering.cpp | 11 | 
3 files changed, 39 insertions, 9 deletions
| diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h index fefbed9..dbfaef3 100644 --- a/src/crepe/api/AssetManager.h +++ b/src/crepe/api/AssetManager.h @@ -7,9 +7,19 @@  namespace crepe { +/** + * \brief The AssetManager is responsible for storing and managing assets over + * multiple scenes. + *  + * The AssetManager ensures that assets are loaded once and can be accessed + * across different scenes. It caches assets to avoid reloading them every time + * a scene is loaded. Assets are retained in memory until the AssetManager is + * destroyed, at which point the cached assets are cleared. + */  class AssetManager {  private: +	//! A cache that holds all the assets, accessible by their file path, over multiple scenes.  	std::unordered_map<std::string, std::any> asset_cache;  private: @@ -22,12 +32,31 @@ public:  	AssetManager & operator=(const AssetManager &) = delete;  	AssetManager & operator=(AssetManager &&) = delete; +	/** +	 * \brief Retrieves the singleton instance of the AssetManager. +	 * +	 * \return A reference to the single instance of the AssetManager. +	 */  	static AssetManager & get_instance();  public: -	template <typename asset> -	std::shared_ptr<asset> cache(const std::string & file_path, -								 bool reload = false); +	/** +	 * \brief Caches an asset by loading it from the given file path. +	 * +	 * \param file_path The path to the asset file to load. +	 * \param reload If true, the asset will be reloaded from the file, even if +	 * it is already cached. +	 * \tparam T The type of asset to cache (e.g., texture, sound, etc.). +	 *  +	 * \return A shared pointer to the cached asset. +	 *  +	 * This template function caches the asset at the given file path. If the +	 * asset is already cached and `reload` is false, the existing cached version +	 * will be returned. Otherwise, the asset will be reloaded and added to the +	 * cache. +	 */ +	template <typename T> +	std::shared_ptr<T> cache(const std::string & file_path, bool reload = false);  };  } // namespace crepe diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 1cb2936..aa15ef6 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -159,7 +159,7 @@ SDLContext::texture_from_path(const std::string & path) {  	SDL_Surface * tmp = IMG_Load(path.c_str());  	if (tmp == nullptr) { -		throw Exception("surface cannot be load from {}", path); +		tmp = IMG_Load("../asset/texture/ERROR.png");	  	}  	std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp index cbd7de7..ae21f9a 100644 --- a/src/example/rendering.cpp +++ b/src/example/rendering.cpp @@ -1,3 +1,4 @@ +#include "api/Camera.h"  #include <crepe/ComponentManager.h>  #include <crepe/api/GameObject.h>  #include <crepe/system/RenderSystem.h> @@ -23,26 +24,26 @@ int main() {  	auto obj1 = GameObject(1, "name", "tag", Vector2{500, 0}, 1, 0.1);  	auto obj2 = GameObject(2, "name", "tag", Vector2{800, 0}, 1, 0.1); -	auto & mgr = AssetManager::get_instance();  	// Normal adding components  	{  		Color color(0, 0, 0, 0);  		obj.add_component<Sprite>(  			make_shared<Texture>("../asset/texture/img.png"), color, -			FlipSettings{true, true}); +			FlipSettings{false, false}); +		obj.add_component<Camera>(Color::get_red());  	} -  	{  		Color color(0, 0, 0, 0); -		auto img = mgr.cache<Texture>("../asset/texture/second.png"); -		obj1.add_component<Sprite>(img, color, FlipSettings{true, true}); +		obj1.add_component<Sprite>(make_shared<Texture>("../asset/texture/second.png"), color, FlipSettings{true, true});  	} +	/*  	{  		Color color(0, 0, 0, 0);  		auto img = mgr.cache<Texture>("../asset/texture/second.png");  		obj2.add_component<Sprite>(img, color, FlipSettings{true, true});  	} +	*/  	auto & sys = crepe::RenderSystem::get_instance();  	auto start = std::chrono::steady_clock::now(); |