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//-----------------------------------------------------------------------------
// Name: assetpreload.cpp
// 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.
//
//-----------------------------------------------------------------------------
#include "assetpreload.h"
#include <Internal/assetmanifest.h>
#include <Internal/filesystem.h>
#include <Internal/path.h>
#include <Images/stbimage_wrapper.h>
#include <XML/Parsers/levelassetspreloadparser.h>
#include <cstring>
Path AssetPreload::ResolveID(const char* id) {
return Path();
}
std::vector<LevelAssetPreloadParser::Asset>& AssetPreload::GetPreloadFiles() {
return amp.assets;
}
static AssetPreload asset_manifest;
AssetPreload& AssetPreload::Instance() {
return asset_manifest;
}
void AssetPreload::Initialize() {
// Before we load any assets (in preload or otherwise):
// We set stb_image to flip images vertically to load them how Overgrowth expects (positive Y)
stbi_set_flip_vertically_on_load(true);
// Now we can finish preloading
Reload();
}
void AssetPreload::Reload() {
Path p = FindFilePath("Data/preload.xml", kDataPaths, true);
if (p.isValid()) {
amp.Load(p.GetFullPath());
}
}
void AssetPreload::Dispose() {
}
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