Refactor the way resources are loaded (#191)

* WIP

* WIP

* Font works

* WIP: Only Music remains

* Looks like it's working

* Fix oopsie

* Core/ObjectRef: Add cast functions

* Update ChangeLog.md

* Audio/SoundStream: Make sound stream thread-safe
This commit is contained in:
Jérôme Leclercq
2018-10-28 01:53:11 +02:00
committed by GitHub
parent fa7cbc21e5
commit ed46c87781
64 changed files with 1058 additions and 1071 deletions

View File

@@ -107,7 +107,7 @@ class SpriteRenderer : public Nz::ParticleRenderer
{
}
void Render(const Nz::ParticleGroup& system, const Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, Nz::AbstractRenderQueue* renderQueue)
void Render(const Nz::ParticleGroup& system, const Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, Nz::AbstractRenderQueue* renderQueue) override
{
Nz::Vector2f size(1.f, 1.f);
Nz::SparsePtr<const Nz::Vector2f> sizePtr(&size, 0);
@@ -126,18 +126,19 @@ ParticleDemo("Logo", sharedData)
Nz::ImageParams params;
params.loadFormat = Nz::PixelFormatType_RGBA8;
if (!m_logo.LoadFromFile("resources/Logo.png", params))
m_logo = Nz::Image::LoadFromFile("resources/Logo.png", params);
if (!m_logo)
NazaraError("Failed to load logo!");
unsigned int width = m_logo.GetWidth();
unsigned int height = m_logo.GetHeight();
unsigned int width = m_logo->GetWidth();
unsigned int height = m_logo->GetHeight();
m_pixels.reserve(width * height);
for (unsigned int x = 0; x < width; ++x)
{
for (unsigned int y = 0; y < height; ++y)
{
Nz::Color color = m_logo.GetPixelColor(x, y);
Nz::Color color = m_logo->GetPixelColor(x, y);
if (color.a == 0)
continue;
@@ -173,8 +174,8 @@ void LogoExample::Enter(Ndk::StateMachine& fsm)
m_shared.world3D->GetSystem<Ndk::RenderSystem>().SetDefaultBackground(nullptr);
Nz::TextureRef backgroundTexture = Nz::Texture::New();
if (backgroundTexture->LoadFromFile("resources/stars-background.jpg"))
Nz::TextureRef backgroundTexture = Nz::Texture::LoadFromFile("resources/stars-background.jpg");
if (backgroundTexture)
m_shared.world2D->GetSystem<Ndk::RenderSystem>().SetDefaultBackground(Nz::TextureBackground::New(std::move(backgroundTexture)));
Ndk::EntityHandle particleGroupEntity = m_shared.world2D->CreateEntity();
@@ -254,7 +255,7 @@ void LogoExample::ResetParticles(float elapsed)
Nz::Vector2ui size = m_shared.target->GetSize();
Nz::Vector2f center = {size.x / 2.f, size.y / 2.f};
Nz::Vector2f offset = center - Nz::Vector2f(Nz::Vector2ui(m_logo.GetSize()) / 2);
Nz::Vector2f offset = center - Nz::Vector2f(Nz::Vector2ui(m_logo->GetSize()) / 2);
std::uniform_real_distribution<float> disX(0.f, float(size.x));
std::uniform_real_distribution<float> disY(-float(size.y) * 0.5f, float(size.y) * 1.5f);