move into firmware subfolder

Signed-off-by: Peter Siegmund <developer@mars3142.org>
This commit is contained in:
2025-08-20 10:27:03 +02:00
parent d316bb9f2c
commit 5a08c2e09d
117 changed files with 0 additions and 0 deletions

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#include "ResourceManager.h"
#include <SDL3_image/SDL_image.h>
#include <memory>
#include <ranges>
ResourceManager &ResourceManager::Instance()
{
static ResourceManager instance;
return instance;
}
ResourceManager::ResourceManager()
{
SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "ResourceManager instance created.");
}
/**
* @brief Destructor for the ResourceManager
* Cleans up all loaded textures and frees memory
*/
ResourceManager::~ResourceManager()
{
for (const auto &texture : m_textures | std::views::values)
{
if (texture != nullptr)
{
SDL_DestroyTexture(texture);
}
}
m_textures.clear();
}
std::string ResourceManager::GetResourcePath(const std::string &fileName)
{
const auto basePath_c = SDL_GetBasePath();
if (!basePath_c)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error retrieving base path: %s", SDL_GetError());
// Fallback to relative path as a last resort
// Warning: This only works reliably if the working directory is correct
// (e.g., when debugging from IDE)
return fileName; // Fallback (unsafe)
}
const std::string basePath(basePath_c);
std::string fullPath = basePath;
#ifdef __APPLE__
// Special handling for macOS bundle structure
// Navigate from /Contents/MacOS/ to /Contents/Resources/
size_t lastSlash = fullPath.find_last_of('/');
if (lastSlash != std::string::npos)
{
fullPath = fullPath.substr(0, lastSlash); // Remove executable name
lastSlash = fullPath.find_last_of('/');
if (lastSlash != std::string::npos)
{
fullPath = fullPath.substr(0, lastSlash + 1); // Go to Contents folder
fullPath += "Resources/";
}
else
{
// Fallback if structure is unexpected
fullPath = basePath; // Use original base path
fullPath += "Resources/"; // And try with this
}
}
else
{
// Fallback for unexpected path structure
fullPath = basePath;
fullPath += "Resources/";
}
#else
// For other platforms (Windows, Linux, etc.)
// Use standard assets folder
fullPath += "assets/";
#endif
return fullPath + fileName;
}
SDL_Texture *ResourceManager::GetTextureByName(SDL_Renderer *renderer, const std::string &path)
{
std::lock_guard lock(m_mutex);
// Check if texture is already in cache
if (const auto search = m_textures.find(GetResourcePath(path)); search != m_textures.end())
{
return search->second;
}
// Load new texture
SDL_Texture *texture = IMG_LoadTexture(renderer, GetResourcePath(path).c_str());
if (!texture)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load %s -> %s", GetResourcePath(path).c_str(),
SDL_GetError());
return nullptr;
}
// Store texture in cache
m_textures[path] = texture;
return texture;
}

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#pragma once
#include <mutex>
#include <string>
#include <unordered_map>
#include <SDL3/SDL.h>
class ResourceManager
{
public:
/**
* @brief Returns the singleton instance of the ResourceManager
* @return Reference to the ResourceManager instance
*/
static ResourceManager &Instance();
ResourceManager(const ResourceManager &) = delete;
ResourceManager &operator=(const ResourceManager &) = delete;
ResourceManager(ResourceManager &&) = delete;
ResourceManager &operator=(ResourceManager &&) = delete;
~ResourceManager();
/**
* @brief Loads a texture or returns an already loaded texture
* @param renderer The SDL_Renderer used to load the texture
* @param path Path to the texture file (relative to resource directory)
* @return Pointer to the loaded SDL_Texture or nullptr on error
*
* This function implements a caching system for textures. If a texture
* has already been loaded, it returns it from the cache. Otherwise,
* it loads the texture and stores it in the cache. Access is thread-safe
* through mutex protection.
*/
SDL_Texture *GetTextureByName(SDL_Renderer *renderer, const std::string &path);
private:
/**
* @brief Constructor for the ResourceManager
* Initializes a new instance and logs its creation
*/
ResourceManager();
/**
* @brief Determines the full resource path for a file
* @param fileName Name of the resource file
* @return Complete path to the resource
*
* This function handles platform-specific paths (especially macOS) and
* constructs the correct path to resources. For macOS, it considers the
* bundle structure (.app/Contents/Resources/).
*/
static std::string GetResourcePath(const std::string &fileName);
std::unordered_map<std::string, SDL_Texture *> m_textures;
mutable std::mutex m_mutex;
};