move into firmware subfolder
Signed-off-by: Peter Siegmund <developer@mars3142.org>
This commit is contained in:
108
firmware/src/manager/ResourceManager.cpp
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108
firmware/src/manager/ResourceManager.cpp
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#include "ResourceManager.h"
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#include <SDL3_image/SDL_image.h>
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#include <memory>
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#include <ranges>
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ResourceManager &ResourceManager::Instance()
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{
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static ResourceManager instance;
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return instance;
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}
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ResourceManager::ResourceManager()
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{
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SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "ResourceManager instance created.");
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}
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/**
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* @brief Destructor for the ResourceManager
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* Cleans up all loaded textures and frees memory
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*/
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ResourceManager::~ResourceManager()
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{
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for (const auto &texture : m_textures | std::views::values)
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{
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if (texture != nullptr)
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{
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SDL_DestroyTexture(texture);
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}
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}
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m_textures.clear();
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}
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std::string ResourceManager::GetResourcePath(const std::string &fileName)
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{
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const auto basePath_c = SDL_GetBasePath();
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if (!basePath_c)
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error retrieving base path: %s", SDL_GetError());
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// Fallback to relative path as a last resort
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// Warning: This only works reliably if the working directory is correct
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// (e.g., when debugging from IDE)
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return fileName; // Fallback (unsafe)
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}
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const std::string basePath(basePath_c);
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std::string fullPath = basePath;
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#ifdef __APPLE__
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// Special handling for macOS bundle structure
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// Navigate from /Contents/MacOS/ to /Contents/Resources/
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size_t lastSlash = fullPath.find_last_of('/');
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if (lastSlash != std::string::npos)
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{
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fullPath = fullPath.substr(0, lastSlash); // Remove executable name
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lastSlash = fullPath.find_last_of('/');
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if (lastSlash != std::string::npos)
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{
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fullPath = fullPath.substr(0, lastSlash + 1); // Go to Contents folder
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fullPath += "Resources/";
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}
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else
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{
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// Fallback if structure is unexpected
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fullPath = basePath; // Use original base path
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fullPath += "Resources/"; // And try with this
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}
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}
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else
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{
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// Fallback for unexpected path structure
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fullPath = basePath;
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fullPath += "Resources/";
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}
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#else
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// For other platforms (Windows, Linux, etc.)
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// Use standard assets folder
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fullPath += "assets/";
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#endif
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return fullPath + fileName;
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}
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SDL_Texture *ResourceManager::GetTextureByName(SDL_Renderer *renderer, const std::string &path)
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{
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std::lock_guard lock(m_mutex);
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// Check if texture is already in cache
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if (const auto search = m_textures.find(GetResourcePath(path)); search != m_textures.end())
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{
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return search->second;
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}
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// Load new texture
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SDL_Texture *texture = IMG_LoadTexture(renderer, GetResourcePath(path).c_str());
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if (!texture)
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load %s -> %s", GetResourcePath(path).c_str(),
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SDL_GetError());
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return nullptr;
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}
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// Store texture in cache
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m_textures[path] = texture;
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return texture;
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}
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