assets preloading with preload.json
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+23
-10
@@ -3,16 +3,24 @@
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#include <string>
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#include <memory>
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#include <filesystem>
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#include <functional>
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#include <map>
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#include <queue>
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inline constexpr short ASSET_TEXTURE = 1;
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inline constexpr short ASSET_SHADER = 2;
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inline constexpr short ASSET_FONT = 3;
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inline constexpr short ASSET_ATLAS = 4;
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inline constexpr short ASSET_LAYOUT = 5;
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inline constexpr short ASSET_SOUND = 6;
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namespace dynamic {
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class Map;
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class List;
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}
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enum class AssetType {
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texture,
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shader,
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font,
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atlas,
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layout,
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sound
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};
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class ResPaths;
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class Assets;
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@@ -38,7 +46,7 @@ struct SoundCfg : AssetCfg {
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using aloader_func = std::function<bool(AssetsLoader&, Assets*, const ResPaths*, const std::string&, const std::string&, std::shared_ptr<AssetCfg>)>;
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struct aloader_entry {
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int tag;
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AssetType tag;
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const std::string filename;
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const std::string alias;
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std::shared_ptr<AssetCfg> config;
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@@ -46,14 +54,19 @@ struct aloader_entry {
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class AssetsLoader {
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Assets* assets;
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std::map<int, aloader_func> loaders;
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std::map<AssetType, aloader_func> loaders;
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std::queue<aloader_entry> entries;
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const ResPaths* paths;
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void tryAddSound(std::string name);
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void processPreload(AssetType tag, const std::string& name, dynamic::Map* map);
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void processPreloadList(AssetType tag, dynamic::List* list);
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void processPreloadConfig(std::filesystem::path file);
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void processPreloadConfigs(const Content* content);
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public:
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AssetsLoader(Assets* assets, const ResPaths* paths);
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void addLoader(int tag, aloader_func func);
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void addLoader(AssetType tag, aloader_func func);
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/// @brief Enqueue asset load
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/// @param tag asset type
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@@ -61,7 +74,7 @@ public:
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/// @param alias internal asset name
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/// @param settings asset loading settings (based on asset type)
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void add(
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int tag,
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AssetType tag,
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const std::string filename,
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const std::string alias,
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std::shared_ptr<AssetCfg> settings=nullptr
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