2024-02-25 14:46:47 +00:00
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#pragma once
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2023-06-20 04:33:09 +00:00
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#include "StarJson.hpp"
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#include "StarOrderedMap.hpp"
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#include "StarRect.hpp"
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#include "StarBiMap.hpp"
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#include "StarThread.hpp"
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#include "StarAssetSource.hpp"
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2023-06-23 15:30:55 +00:00
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#include "StarAssetPath.hpp"
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2024-03-20 13:57:49 +00:00
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#include "StarRefPtr.hpp"
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2023-06-20 04:33:09 +00:00
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namespace Star {
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STAR_CLASS(Font);
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STAR_CLASS(Audio);
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STAR_CLASS(Image);
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STAR_STRUCT(FramesSpecification);
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STAR_CLASS(Assets);
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2024-03-20 13:57:49 +00:00
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STAR_CLASS(LuaContext);
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2023-06-20 04:33:09 +00:00
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STAR_EXCEPTION(AssetException, StarException);
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// The contents of an assets .frames file, which can be associated with one or
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// more images, and specifies named sub-rects of those images.
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struct FramesSpecification {
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// Get the target sub-rect of a given frame name (which can be an alias).
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// Returns nothing if the frame name is not found.
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Maybe<RectU> getRect(String const& frame) const;
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// The full path to the .frames file from which this was loaded.
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String framesFile;
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// Named sub-frames
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StringMap<RectU> frames;
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// Aliases for named sub-frames, always points to a valid frame name in the
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// 'frames' map.
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StringMap<String> aliases;
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};
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// The assets system can load image, font, json, and data assets from a set of
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// sources. Each source is either a directory on the filesystem or a single
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// packed asset file.
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//
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// Assets is thread safe and performs TTL caching.
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class Assets {
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public:
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struct Settings {
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// TTL for cached assets
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float assetTimeToLive;
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// Audio under this length will be automatically decompressed
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float audioDecompressLimit;
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// Number of background worker threads
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unsigned workerPoolSize;
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// If given, if an image is unable to load, will log the error and load
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// this path instead
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Maybe<String> missingImage;
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// Same, but for audio
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Maybe<String> missingAudio;
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// When loading assets from a directory, will automatically ignore any
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// files whose asset paths matching any of the given patterns.
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StringList pathIgnore;
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// Same, but only ignores the file for the purposes of calculating the
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// digest.
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StringList digestIgnore;
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};
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2023-11-02 19:51:17 +00:00
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enum class AssetType {
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Json,
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Image,
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Audio,
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Font,
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Bytes
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};
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enum class QueuePriority {
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None,
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Working,
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PostProcess,
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Load
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};
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struct AssetId {
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AssetType type;
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AssetPath path;
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bool operator==(AssetId const& assetId) const;
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};
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struct AssetIdHash {
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size_t operator()(AssetId const& id) const;
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};
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struct AssetData {
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virtual ~AssetData() = default;
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// Should return true if this asset is shared and still in use, so freeing
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// it from cache will not really free the resource, so it should persist in
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// the cache.
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virtual bool shouldPersist() const = 0;
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double time = 0.0;
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bool needsPostProcessing = false;
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};
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struct JsonData : AssetData {
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bool shouldPersist() const override;
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Json json;
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};
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// Image data for an image, sub-frame, or post-processed image.
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struct ImageData : AssetData {
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bool shouldPersist() const override;
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ImageConstPtr image;
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// *Optional* sub-frames data for this image, only will exist when the
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// image is a top-level image and has an associated frames file.
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FramesSpecificationConstPtr frames;
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// If this image aliases another asset entry, this will be true and
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// shouldPersist will never be true (to ensure that this alias and its
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// target can be removed from the cache).
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bool alias = false;
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};
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struct AudioData : AssetData {
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bool shouldPersist() const override;
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AudioConstPtr audio;
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};
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struct FontData : AssetData {
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bool shouldPersist() const override;
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FontConstPtr font;
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};
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struct BytesData : AssetData {
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bool shouldPersist() const override;
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ByteArrayConstPtr bytes;
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};
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struct AssetFileDescriptor {
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// The mixed case original source name;
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String sourceName;
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// The source that has the primary asset copy
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AssetSourcePtr source;
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// List of source names and sources for patches to this file.
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List<pair<String, AssetSourcePtr>> patchSources;
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};
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Assets(Settings settings, StringList assetSources);
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~Assets();
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// Returns a list of all the asset source paths used by Assets in load order.
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StringList assetSources() const;
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// Return metadata for the given loaded asset source path
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JsonObject assetSourceMetadata(String const& sourcePath) const;
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// An imperfect sha256 digest of the contents of all combined asset sources.
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// Useful for detecting if there are mismatched assets between a client and
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// server or if assets sources have changed from a previous load.
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ByteArray digest() const;
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// Is there an asset associated with the given path? Path must not contain
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// sub-paths or directives.
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bool assetExists(String const& path) const;
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2023-11-02 19:51:17 +00:00
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Maybe<AssetFileDescriptor> assetDescriptor(String const& path) const;
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// The name of the asset source within which the path exists.
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String assetSource(String const& path) const;
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Maybe<String> assetSourcePath(AssetSourcePtr const& source) const;
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// Scans for all assets with the given suffix in any directory.
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StringList scan(String const& suffix) const;
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// Scans for all assets matching both prefix and suffix (prefix may be, for
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// example, a directory)
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StringList scan(String const& prefix, String const& suffix) const;
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// Scans all assets for files with the given extension, which is specially
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// indexed and much faster than a normal scan. Extension may contain leading
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// '.' character or it may be omitted.
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StringSet const& scanExtension(String const& extension) const;
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// Get json asset with an optional sub-path. The sub-path portion of the
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// path refers to a key in the top-level object, and may use dot notation
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// for deeper field access and [] notation for array access. Example:
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// "/path/to/json:key1.key2.key3[4]".
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Json json(String const& path) const;
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// Either returns the json v, or, if v is a string type, returns the json
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// pointed to by interpreting v as a string path.
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Json fetchJson(Json const& v, String const& dir = "/") const;
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// Load all the given jsons using background processing.
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void queueJsons(StringList const& paths) const;
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void queueJsons(StringSet const& paths) const;
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// Returns *either* an image asset or a sub-frame. Frame files are JSON
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// descriptor files that reference a particular image and label separate
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// sub-rects of the image. If the given path has a ':' sub-path, then the
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// assets system will look for an associated .frames named either
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// <full-path-minus-extension>.frames or default.frames, going up to assets
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// root. May return the same ImageConstPtr for different paths if the paths
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// are equivalent or they are aliases of other image paths.
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ImageConstPtr image(AssetPath const& path) const;
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// Load images using background processing
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void queueImages(StringList const& paths) const;
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void queueImages(StringSet const& paths) const;
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// Return the given image *if* it is already loaded, otherwise queue it for
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// loading.
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ImageConstPtr tryImage(AssetPath const& path) const;
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// Returns the best associated FramesSpecification for a given image path, if
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// it exists. The given path must not contain sub-paths or directives, and
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// this function may return nullptr if no frames file is associated with the
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// given image path.
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FramesSpecificationConstPtr imageFrames(String const& path) const;
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// Returns a pointer to a shared audio asset;
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AudioConstPtr audio(String const& path) const;
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// Load audios using background processing
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void queueAudios(StringList const& paths) const;
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void queueAudios(StringSet const& paths) const;
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// Return the given audio *if* it is already loaded, otherwise queue it for
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// loading.
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AudioConstPtr tryAudio(String const& path) const;
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// Returns pointer to shared font asset
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FontConstPtr font(String const& path) const;
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// Returns a bytes asset (Reads asset as an opaque binary blob)
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ByteArrayConstPtr bytes(String const& path) const;
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// Bypass asset caching and open an asset file directly.
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IODevicePtr openFile(String const& basePath) const;
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// Clear all cached assets that are not queued, persistent, or broken.
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void clearCache();
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// Run a cleanup pass and remove any assets past their time to live.
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void cleanup();
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private:
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static FramesSpecification parseFramesSpecification(Json const& frameConfig, String path);
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void queueAssets(List<AssetId> const& assetIds) const;
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//Lock before calling!
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void queueAsset(AssetId const& assetId) const;
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shared_ptr<AssetData> tryAsset(AssetId const& id) const;
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shared_ptr<AssetData> getAsset(AssetId const& id) const;
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void workerMain();
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// All methods below assume that the asset mutex is locked when calling.
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// Do some processing that might take a long time and should not hold the
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// assets mutex during it. Unlocks the assets mutex while the function is in
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// progress and re-locks it on return or before exception is thrown.
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template <typename Function>
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decltype(auto) unlockDuring(Function f) const;
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// Returns the best frames specification for the given image path, if it exists.
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FramesSpecificationConstPtr bestFramesSpecification(String const& basePath) const;
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IODevicePtr open(String const& basePath) const;
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ByteArray read(String const& basePath) const;
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Json readJson(String const& basePath) const;
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Json checkPatchArray(String const& path, AssetSourcePtr const& source, Json const result, JsonArray const patchData, Maybe<Json> const external) const;
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// Load / post process an asset and log any exception. Returns true if the
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// work was performed (whether successful or not), false if the work is
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// blocking on something.
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bool doLoad(AssetId const& id) const;
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bool doPost(AssetId const& id) const;
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// Assets can recursively depend on other assets, so the main entry point for
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// loading assets is in this separate method, and is safe for other loading
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// methods to call recursively. If there is an error loading the asset, this
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// method will throw. If, and only if, the asset is blocking on another busy
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// asset, this method will return null.
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shared_ptr<AssetData> loadAsset(AssetId const& id) const;
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shared_ptr<AssetData> loadJson(AssetPath const& path) const;
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shared_ptr<AssetData> loadImage(AssetPath const& path) const;
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shared_ptr<AssetData> loadAudio(AssetPath const& path) const;
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shared_ptr<AssetData> loadFont(AssetPath const& path) const;
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shared_ptr<AssetData> loadBytes(AssetPath const& path) const;
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shared_ptr<AssetData> postProcessAudio(shared_ptr<AssetData> const& original) const;
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// Updates time on the given asset (with smearing).
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void freshen(shared_ptr<AssetData> const& asset) const;
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Settings m_settings;
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mutable Mutex m_assetsMutex;
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mutable ConditionVariable m_assetsQueued;
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mutable OrderedHashMap<AssetId, QueuePriority, AssetIdHash> m_queue;
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mutable ConditionVariable m_assetsDone;
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mutable HashMap<AssetId, shared_ptr<AssetData>, AssetIdHash> m_assetsCache;
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mutable StringMap<String> m_bestFramesFiles;
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mutable StringMap<FramesSpecificationConstPtr> m_framesSpecifications;
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2024-03-20 13:57:49 +00:00
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// Lua
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RefPtr<RefCounter> m_luaEngine; // dumb but to avoid including Lua.hpp in here...
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mutable StringMap<LuaContextPtr> m_patchContexts;
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mutable Mutex m_luaMutex;
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// Paths of all used asset sources, in load order.
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StringList m_assetSources;
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// Maps an asset path to the loaded asset source and vice versa
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BiMap<String, AssetSourcePtr> m_assetSourcePaths;
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// Maps the source asset name to the source containing it
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CaseInsensitiveStringMap<AssetFileDescriptor> m_files;
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// Maps an extension to the files with that extension
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CaseInsensitiveStringMap<StringSet> m_filesByExtension;
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ByteArray m_digest;
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List<ThreadFunction<void>> m_workerThreads;
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atomic<bool> m_stopThreads;
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};
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}
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