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//-----------------------------------------------------------------------------
// Name: fallbackassetloader.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Asset/assetloaderbase.h>
#include <Asset/assetloaderrors.h>
#include <Utility/assert.h>
template <typename TAsset>
class FallbackAssetLoader : public AssetLoaderBase {
private:
std::string path;
uint32_t load_flags;
TAsset* asset;
std::string error_message;
std::string error_message_extended;
public:
FallbackAssetLoader() {
}
virtual ~FallbackAssetLoader() {
}
virtual void Initialize(const std::string& path, uint32_t load_flags, Asset* asset) {
this->load_flags = load_flags;
this->path = path;
this->asset = static_cast<TAsset*>(asset);
}
virtual const AssetLoaderStepType* GetAssetLoadSteps() const {
static const AssetLoaderStepType tl[] = { ASSET_LOADER_SYNC_JOB };
return tl;
}
virtual const int GetAssetLoadStepCount() const {
return 1;
}
virtual int DoLoadStep( const int step_id ) {
switch( step_id ) {
case 0:
asset->path_ = path;
int error_code = asset->Load(path,load_flags);
if( error_code == kLoadOk ) {
asset->ReportLoad();
} else {
error_message = asset->GetLoadErrorString();
error_message_extended = asset->GetLoadErrorStringExtended();
}
return error_code;
break;
}
return false;
}
virtual const char* GetLoadErrorString() {
return error_message.c_str();
}
virtual const char* GetLoadErrorStringExtended() {
return error_message_extended.c_str();
}
virtual const AssetLoaderStepType* GetAssetUnloadSteps() const {
static const AssetLoaderStepType tl[] = { ASSET_LOADER_SYNC_JOB };
return tl;
}
virtual const unsigned GetAssetUnloadStepCount() const {
return 1;
}
virtual bool DoUnloadStep( const int step_id ) {
switch( step_id )
{
case 0:
asset->path_ = path;
asset->Unload();
return true;
break;
}
return false;
}
virtual const char* GetTypeName() {
return TAsset::GetTypeName();
}
};
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