// This program is free software: you can redistribute it and/or modify it // under the terms of the GNU General Public License as published by the Free // Software Foundation, either version 3 of the License, or (at your option) // any later version. // This program is distributed in the hope that it will be useful, but WITHOUT // ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for // more details. // You should have received a copy of the GNU General Public License along // with this program. If not, see . use std::{iter::Iterator, path::Path, sync::{Arc, RwLock}}; use image::{RgbaImage, io::Reader}; use stockton_skeleton::texture::TextureResolver; pub type TextureRef = u32; pub trait IsTexture { fn name(&self) -> &str; } pub trait HasTextures { type Texture: IsTexture; fn get_texture(&self, idx: TextureRef) -> Option<&Self::Texture>; fn iter_textures(&self) -> Textures { Textures { next: 0, container: self, } } } #[derive(Debug, Clone, Copy)] pub struct Textures<'a, T: HasTextures + ?Sized> { next: TextureRef, container: &'a T, } impl<'a, T: HasTextures> Iterator for Textures<'a, T> { type Item = &'a T::Texture; fn next(&mut self) -> Option { let res = self.container.get_texture(self.next); self.next += 1; res } } /// A basic filesystem resolver which gets the texture name from any HasTextures Object. pub struct FsResolver<'a, T: HasTextures> { path: &'a Path, map_lock: Arc>, } impl<'a, T: HasTextures> FsResolver<'a, T> { pub fn new(path: &'a Path, map_lock: Arc>) -> Self { FsResolver { path, map_lock } } } impl<'a, T: HasTextures> TextureResolver for FsResolver<'a, T> { type Image = RgbaImage; fn resolve(&mut self, tex: u32) -> Option { let map = self.map_lock.read().unwrap(); let tex = map.get_texture(tex)?; let path = self.path.join(&tex.name()); if let Ok(file) = Reader::open(path) { if let Ok(guessed) = file.with_guessed_format() { if let Ok(decoded) = guessed.decode() { return Some(decoded.into_rgba8()); } } } None } }