Files
Pac-Man/src/asset.rs

118 lines
3.8 KiB
Rust

//! Cross-platform asset loading abstraction.
//! On desktop, assets are embedded using include_bytes!; on Emscripten, assets are loaded from the filesystem.
use std::borrow::Cow;
use std::iter;
use crate::audio::Sound;
/// Enumeration of all game assets with cross-platform loading support.
///
/// Each variant corresponds to a specific file that can be loaded either from
/// binary-embedded data or embedded filesystem (Emscripten).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Asset {
/// Main sprite atlas containing all game graphics (atlas.png)
AtlasImage,
/// Terminal Vector font for text rendering (TerminalVector.ttf)
Font,
/// Sound file assets
SoundFile(Sound),
}
use strum::IntoEnumIterator;
impl Asset {
#[allow(dead_code)]
pub fn into_iter() -> AssetIter {
AssetIter {
sound_iter: None,
state: 0,
}
}
}
#[allow(clippy::type_complexity)]
pub struct AssetIter {
sound_iter: Option<iter::Map<<Sound as IntoEnumIterator>::Iterator, fn(Sound) -> Asset>>,
state: u8,
}
impl Iterator for AssetIter {
type Item = Asset;
fn next(&mut self) -> Option<Self::Item> {
match self.state {
0 => {
self.state = 1;
Some(Asset::AtlasImage)
}
1 => {
self.state = 2;
Some(Asset::Font)
}
2 => self
.sound_iter
.get_or_insert_with(|| Sound::iter().map(Asset::SoundFile))
.next(),
_ => None,
}
}
}
impl Asset {
/// Returns the relative file path for this asset within the game's asset directory.
///
/// Paths are consistent across platforms and used by the Emscripten backend
/// for filesystem loading. Desktop builds embed assets directly and don't
/// use these paths at runtime.
#[allow(dead_code)]
pub fn path(&self) -> &str {
use Asset::*;
match self {
SoundFile(Sound::Waka(0)) => "sound/pacman/waka/1.ogg",
SoundFile(Sound::Waka(1)) => "sound/pacman/waka/2.ogg",
SoundFile(Sound::Waka(2)) => "sound/pacman/waka/3.ogg",
SoundFile(Sound::Waka(3..=u8::MAX)) => "sound/pacman/waka/4.ogg",
SoundFile(Sound::PacmanDeath) => "sound/pacman/death.ogg",
SoundFile(Sound::ExtraLife) => "sound/pacman/extra_life.ogg",
SoundFile(Sound::Fruit) => "sound/pacman/fruit.ogg",
SoundFile(Sound::Ghost) => "sound/pacman/ghost.ogg",
SoundFile(Sound::Beginning) => "sound/begin.ogg",
SoundFile(Sound::Intermission) => "sound/intermission.ogg",
AtlasImage => "atlas.png",
Font => "TerminalVector.ttf",
}
}
}
mod imp {
use super::*;
use crate::error::AssetError;
use crate::platform;
use tracing::trace;
/// Loads asset bytes using the appropriate platform-specific method.
///
/// On desktop platforms, returns embedded compile-time data via `include_bytes!`.
/// On Emscripten, loads from the filesystem using the asset's path. The returned
/// `Cow` allows zero-copy access to embedded data while supporting owned data
/// when loaded from disk.
///
/// # Errors
///
/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
/// or `AssetError::Io` for filesystem I/O failures.
pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
trace!(asset = ?asset, "Loading game asset");
let result = platform::get_asset_bytes(asset);
match &result {
Ok(bytes) => trace!(asset = ?asset, size_bytes = bytes.len(), "Asset loaded successfully"),
Err(e) => trace!(asset = ?asset, error = ?e, "Asset loading failed"),
}
result
}
}
pub use imp::get_asset_bytes;