#pragma once
/*
* Copyright (C) 2024 Brett Terpstra
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#ifndef ASSET_LOADER_H
#define ASSET_LOADER_H
#include
#include
#include
#include
class load_failure_t
{
public:
enum type_t
{
ASSET_FOLDER_NOT_FOUND,
MODEL_FOLDER_NOT_FOUND,
TEXTURE_FOLDER_NOT_FOUND,
TAGS_FOLDER_NOT_FOUND,
INCORRECT_NAMESPACE
};
load_failure_t(const type_t type): type{type} // NOLINT
{}
operator type_t() const // NOLINT
{
return type;
}
[[nodiscard]] std::string to_string() const
{
switch (type)
{
case ASSET_FOLDER_NOT_FOUND:
return "Asset folder could not be found";
case MODEL_FOLDER_NOT_FOUND:
return "Model folder could not be found";
case TEXTURE_FOLDER_NOT_FOUND:
return "Texture folder could not be found";
case TAGS_FOLDER_NOT_FOUND:
return "Tags folder could not be found";
case INCORRECT_NAMESPACE:
return "Namespace names of models, textures, or data files do not match!";
default:
return "Unknown failure type";
}
}
private:
type_t type;
};
struct namespaced_object
{
std::string namespace_str;
std::string key_str;
[[nodiscard]] std::string string() const
{
return namespace_str + ':' + key_str;
}
};
struct model_data_t
{
std::optional parent;
std::optional> textures;
};
struct namespace_data_t
{
blt::hashmap_t models;
std::string asset_namespace_folder;
std::string data_namespace_folder;
std::string model_folder;
std::string tag_folder;
std::string texture_folder;
blt::hashmap_t textures;
};
struct asset_data_t
{
blt::hashmap_t json_data;
blt::hashmap_t> solid_textures_to_load;
blt::hashmap_t> non_solid_textures_to_load;
[[nodiscard]] std::vector resolve_parents(const namespaced_object& model) const;
};
class asset_loader_t
{
public:
explicit asset_loader_t(std::string name);
std::optional load_assets(const std::string& asset_folder, const std::optional& data_folder = {});
database_t& load_textures();
private:
void process_texture(const statement_t& stmt, const std::string& namespace_str, const std::string& texture);
asset_data_t data;
database_t db;
std::string name;
};
#endif //ASSET_LOADER_H