2D_Engine_SDL3_Core/src/asset_manager.c

96 lines
2.2 KiB
C

#include "asset_manager.h"
#include <stdarg.h>
#include <string.h>
#include "linked_list.h"
#include "memory_alloc.h"
asset_t *create_asset(asset_type_t asset_type)
{
asset_t *asset = malloc(sizeof(asset_t));
asset->type = asset_type;
asset->nb_refs = 1;
return asset;
}
void destroy_asset(asset_t *asset)
{
free(asset->name);
switch(asset->type)
{
case TEXTURE:
SDL_DestroyTexture(asset->data.texture);
default:
return;
}
free(asset);
}
void asset_manager_init(asset_manager_t *asset_manager)
{
linked_list_init(&asset_manager->assets, sizeof(asset_t), (deleter_t)destroy_asset);
}
void asset_manager_exit(asset_manager_t *asset_manager)
{
linked_list_clear(&asset_manager->assets);
}
// Only for this file
// No args
static inline bool condition_is_asset_unused(elem_t *elem, va_list args __attribute__((unused)))
{
return !((asset_t *)elem->data)->nb_refs;
}
inline void asset_manager_collect_garbage(asset_manager_t *asset_manager)
{
linked_list_remove_if(&asset_manager->assets, condition_is_asset_unused);
}
// Only for this file
// Arg : const char *asset_name
static inline bool condition_is_asset_name(elem_t *elem, va_list args)
{
return !strcmp(((asset_t *)elem->data)->name, va_arg(args, const char *));
}
void asset_manager_load_asset(asset_manager_t *asset_manager, const char *asset_name, asset_type_t asset_type)
{
asset_t *asset = linked_list_get_if(&asset_manager->assets, condition_is_asset_name, asset_name);
if(asset)
{
asset->nb_refs++;
return;
}
asset = create_asset(asset_type);
asset->name = malloc(strlen(asset_name) + 1);
strcpy(asset->name, asset_name);
// XXX LOAD ASSET FROM FILE XXX
linked_list_push_back(&asset_manager->assets, asset);
}
void asset_manager_let_go_asset(asset_manager_t *asset_manager, const char *asset_name)
{
asset_t *asset = linked_list_get_if(&asset_manager->assets, condition_is_asset_name, asset_name);
if(asset)
{
asset->nb_refs--;
}
}
texture_t *asset_manager_get_texture(asset_manager_t *asset_manager, const char *asset_name)
{
}
void asset_manager_draw_texture(texture_t *texture, rect_t *src_rect, rect_t *dst_rect, bool flip)
{
}