ichigo/engine/asset.go
2021-08-23 11:02:24 +10:00

94 lines
1.9 KiB
Go

package engine
import (
"encoding/gob"
"image"
"io/fs"
"log"
"github.com/hajimehoshi/ebiten/v2"
)
var (
// AnimDefs are easier to write as Go expressions -
// so just set this.
// TODO: put in Game
AnimDefs map[string]*AnimDef
imageCache = make(map[assetKey]*ebiten.Image)
// Ensure ImageRef satisfies interfaces.
_ Loader = &ImageRef{}
)
func init() {
gob.Register(AnimRef{})
gob.Register(ImageRef{})
gob.Register(SceneRef{})
}
type assetKey struct {
assets fs.FS
path string
}
// AnimRef manages an Anim using a premade AnimDef from the cache.
type AnimRef struct {
Key string
anim *Anim
}
func (r *AnimRef) Anim() *Anim {
if r.anim != nil {
return r.anim
}
ad := AnimDefs[r.Key]
if ad == nil {
log.Fatalf("Unknown AnimDef %q", r.Key)
return nil
}
r.anim = &Anim{Def: ad}
return r.anim
}
// ImageRef loads images from the AssetFS into *ebiten.Image form.
// It is your responsibility to import _ "image/..." for whatever
// format the files are in, and to load it (either return it as a
// subcomponent from Scan so that Game will Load it, or call Load
// yourself).
type ImageRef struct {
Path string
image *ebiten.Image
}
// Image returns the image, or nil if not loaded.
// Multiple distinct ImageRefs can use the same path.
func (r *ImageRef) Image() *ebiten.Image {
return r.image
}
// Load loads the image. Load is required before Image returns.
// Loading the same path multiple times uses a cache to return
// the same image.
func (r *ImageRef) Load(assets fs.FS) error {
// Fast path load from cache
r.image = imageCache[assetKey{assets, r.Path}]
if r.image != nil {
return nil
}
// Slow path
f, err := assets.Open(r.Path)
if err != nil {
return err
}
defer f.Close()
i, _, err := image.Decode(f)
if err != nil {
return err
}
r.image = ebiten.NewImageFromImage(i)
imageCache[assetKey{assets, r.Path}] = r.image
return nil
}