ShatteredSword/src/ResourceManager/ResourceManager.ts
2020-09-05 00:04:14 -04:00

179 lines
6.1 KiB
TypeScript

import Map from "../DataTypes/Map";
import Tilemap from "../Nodes/Tilemap";
import Queue from "../DataTypes/Queue";
import { TiledTilemapData } from "../DataTypes/Tilesets/TiledData";
import StringUtils from "../Utils/StringUtils";
export default class ResourceManager {
private static instance: ResourceManager;
private loading: boolean;
private imagesLoaded: number;
private imagesToLoad: number;
private imageLoadingQueue: Queue<{key: string, path: string}>;
private images: Map<HTMLImageElement>;
private tilemapsLoaded: number;
private tilemapsToLoad: number;
private tilemapLoadingQueue: Queue<{key: string, path: string}>;
private tilemaps: Map<TiledTilemapData>;
private constructor(){
this.loading = false;
this.imagesLoaded = 0;
this.imagesToLoad = 0;
this.imageLoadingQueue = new Queue();
this.images = new Map();
this.tilemapsLoaded = 0;
this.tilemapsToLoad = 0;
this.tilemapLoadingQueue = new Queue();
this.tilemaps = new Map();
};
static getInstance(): ResourceManager {
if(!this.instance){
this.instance = new ResourceManager();
}
return this.instance;
}
public image(key: string, path: string): void {
this.imageLoadingQueue.enqueue({key: key, path: path});
}
public spritesheet(key: string, path: string, frames: {hFrames: number, vFrames: number}): void {
}
public audio(key: string, path: string): void {
}
// This one is trickier than the others because we first have to load the json file, then we have to load the images
public tilemap(key: string, path: string): void {
// Add a function that loads the tilemap to the queue
this.tilemapLoadingQueue.enqueue({key: key, path: path});
// this.tilemapLoadingQueue.enqueue((callback: Function) => {
// this.loadTilemap(path, (tilemapData: TiledTilemapData) => {
// // When the tilemap file loads, first construct the tilemap
// // TODO: Ignore multiple layers for now, but this will have to be elegantly dealt with sometime in the future
// // Count the total number of images that need to be loaded
// let tilemap = new constr(tilemapData);
// // For each of the tilesets in the tilemap, load the image
// tilemap.getTilesets().forEach(tileset => {
// let imagePath = StringUtils.getPathFromFilePath(path) + tileset.getImageUrl();
// this.loadImage(imagePath, (image: HTMLImageElement) => {
// tileset.setImage(image);
// })
// });
// this.tilemaps.add(key, tilemap);
// });
// });
}
loadResourcesFromQueue(callback: Function): void {
this.loading = true;
// Load everything in the queues. Tilemaps have to come before images because they will add new images to the queue
this.loadTilemapsFromQueue(() => {
this.loadImagesFromQueue(() => {
// Done loading
this.loading = false;
callback();
});
});
}
private loadTilemapsFromQueue(onFinishLoading: Function){
this.tilemapsToLoad = this.tilemapLoadingQueue.getSize();
this.tilemapsLoaded = 0;
while(this.tilemapLoadingQueue.hasItems()){
let tilemap = this.tilemapLoadingQueue.dequeue();
this.loadTilemap(tilemap.key, tilemap.path, onFinishLoading);
}
}
private loadTilemap(key: string, pathToTilemapJSON: string, callbackIfLast: Function): void {
this.loadTextFile(pathToTilemapJSON, (fileText: string) => {
let tilemapObject = <TiledTilemapData>JSON.parse(fileText);
// We can parse the object later - it's much faster than loading
this.tilemaps.add(key, tilemapObject);
// Grab the tileset images we need to load and add them to the imageloading queue
for(let tileset of tilemapObject.tilesets){
let key = tileset.image;
let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
this.imageLoadingQueue.enqueue({key: key, path: path});
}
// Finish loading
this.finishLoadingTilemap(callbackIfLast);
});
}
private finishLoadingTilemap(callback: Function){
this.tilemapsLoaded += 1;
if(this.tilemapsLoaded === this.tilemapsToLoad){
// We're done loading tilemaps
callback();
}
}
private loadImagesFromQueue(onFinishLoading: Function): void {
this.imagesToLoad = this.imageLoadingQueue.getSize();
this.tilemapsLoaded = 0;
while(this.imageLoadingQueue.hasItems()){
let image = this.imageLoadingQueue.dequeue();
this.loadImage(image.key, image.path, onFinishLoading);
}
}
// TODO: When you switch to WebGL, make sure to make this private and make a "loadTexture" function
public loadImage(key: string, path: string, callbackIfLast: Function): void {
var image = new Image();
image.onload = () => {
// Add to loaded images
this.images.add(key, image);
// Finish image load
this.finishLoadingImage(callbackIfLast);
}
image.src = path;
}
private finishLoadingImage(callback: Function): void {
this.imagesLoaded += 1;
if(this.imagesLoaded === this.imagesToLoad ){
// We're done loading tilemaps
callback();
}
}
private loadTextFile(textFilePath: string, callback: Function): void {
let xobj: XMLHttpRequest = new XMLHttpRequest();
xobj.overrideMimeType("application/json");
xobj.open('GET', textFilePath, true);
xobj.onreadystatechange = function () {
if ((xobj.readyState == 4) && (xobj.status == 200)) {
callback(xobj.responseText);
}
};
xobj.send(null);
}
}