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Seele/src/Engine/Asset/AssetRegistry.h
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#pragma once
#include "MinimalEngine.h"
#include "Asset.h"
#include <string>
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#include <map>
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namespace Seele
{
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DECLARE_REF(TextureLoader)
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DECLARE_REF(FontLoader)
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DECLARE_REF(MeshLoader)
DECLARE_REF(MaterialLoader)
DECLARE_REF(TextureAsset)
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DECLARE_REF(FontAsset)
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DECLARE_REF(MeshAsset)
DECLARE_REF(MaterialAsset)
DECLARE_NAME_REF(Gfx, Graphics)
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class AssetRegistry
{
public:
~AssetRegistry();
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static void init(const std::string& rootFolder, Gfx::PGraphics graphics);
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static std::string getRootFolder();
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static void importFile(const std::string& filePath);
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static void importFile(const std::string& filePath, const std::string& importPath);
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static PMeshAsset findMesh(const std::string& filePath);
static PTextureAsset findTexture(const std::string& filePath);
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static PFontAsset findFont(const std::string& name);
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static PMaterialAsset findMaterial(const std::string& filePath);
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static std::ofstream createWriteStream(const std::string& relativePath, std::ios_base::openmode openmode = std::ios::out);
static std::ifstream createReadStream(const std::string& relativePath, std::ios_base::openmode openmode = std::ios::in);
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private:
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struct AssetFolder
{
std::map<std::string, AssetFolder> children;
//Todo: Seele::Map doesn't really work with strings for some reason, so just use std::map for now
std::map<std::string, PTextureAsset> textures;
std::map<std::string, PFontAsset> fonts;
std::map<std::string, PMeshAsset> meshes;
std::map<std::string, PMaterialAsset> materials;
};
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static AssetRegistry& get();
AssetRegistry();
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void initialize(const std::filesystem::path& rootFolder, Gfx::PGraphics graphics);
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void importMesh(const std::filesystem::path& filePath, const std::string& importPath);
void importTexture(const std::filesystem::path& filePath, const std::string& importPath);
void importFont(const std::filesystem::path& filePath, const std::string& importPath);
void importMaterial(const std::filesystem::path& filePath, const std::string& importPath);
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void registerMesh(PMeshAsset mesh, const std::string& importPath);
void registerTexture(PTextureAsset texture, const std::string& importPath);
void registerFont(PFontAsset font, const std::string& importPath);
void registerMaterial(PMaterialAsset material, const std::string& importPath);
AssetFolder& getOrCreateFolder(std::string foldername);
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std::ofstream internalCreateWriteStream(const std::string& relativePath, std::ios_base::openmode openmode = std::ios::out);
std::ifstream internalCreateReadStream(const std::string& relaitvePath, std::ios_base::openmode openmode = std::ios::in);
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std::filesystem::path rootFolder;
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AssetFolder assetRoot;
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Gfx::PGraphics graphics;
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UPTextureLoader textureLoader;
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UPFontLoader fontLoader;
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UPMeshLoader meshLoader;
UPMaterialLoader materialLoader;
friend class TextureLoader;
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friend class FontLoader;
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friend class MaterialLoader;
friend class MeshLoader;
};
}