Asset Management fixed

This commit is contained in:
2025-08-17 10:41:25 +02:00
parent 5f438add45
commit 56bdc61cc4
6 changed files with 570 additions and 21 deletions

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@ -34,6 +34,7 @@ add_executable(tetris
# New core architecture classes
src/core/ApplicationManager.cpp
src/core/InputManager.cpp
src/core/AssetManager.cpp
src/graphics/RenderManager.cpp
src/persistence/Scores.cpp
src/graphics/Starfield.cpp
@ -125,6 +126,7 @@ add_executable(tetris_refactored
# New core architecture classes
src/core/ApplicationManager.cpp
src/core/InputManager.cpp
src/core/AssetManager.cpp
src/graphics/RenderManager.cpp
src/persistence/Scores.cpp
src/graphics/Starfield.cpp

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@ -44,9 +44,9 @@
- [ ] Define window size constants
- [ ] Set up gameplay timing constants
## 🔧 Phase 2: Core Systems (Week 3-4) - HIGH PRIORITY
## 🔧 Phase 2: Core Systems (Week 3-4) - HIGH PRIORITY ✅ **COMPLETED**
### Input Management
### Input Management ✅ **COMPLETED**
- [x] Create `InputManager` class
- [x] Implement keyboard state tracking
- [x] Add mouse input handling
@ -60,19 +60,20 @@
- [x] Simplify main loop event processing
- [x] Test all input scenarios (keyboard, mouse, gamepad)
### Asset Management
- [ ] Create `AssetManager` class
- [ ] Design resource loading interface
- [ ] Implement texture management
- [ ] Add font loading and management
- [ ] Create sound asset handling
- [ ] Add resource cleanup and error handling
### Asset Management ✅ **COMPLETED**
- [ ] Migrate existing asset loading
- [ ] Move texture loading from main() to AssetManager
- [ ] Convert font initialization to use AssetManager
- [ ] Update StateContext to use AssetManager
- [ ] Test asset loading and memory management
- [x] Create `AssetManager` class
- [x] Design resource loading interface
- [x] Implement texture management
- [x] Add font loading and management
- [x] Create sound asset handling
- [x] Add resource cleanup and error handling
- [x] Migrate existing asset loading
- [x] Move texture loading from main() to AssetManager
- [x] Convert font initialization to use AssetManager
- [x] Update StateContext to use AssetManager
- [x] Test asset loading and memory management
### State System Enhancement
- [ ] Implement `IGameState` interface

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@ -1,6 +1,7 @@
#include "ApplicationManager.h"
#include "StateManager.h"
#include "InputManager.h"
#include "AssetManager.h"
#include "../graphics/RenderManager.h"
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
@ -134,6 +135,13 @@ bool ApplicationManager::initializeManagers() {
return false;
}
// Create and initialize AssetManager
m_assetManager = std::make_unique<AssetManager>();
if (!m_assetManager->initialize(m_renderManager->getSDLRenderer())) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize AssetManager");
return false;
}
// Create StateManager (will be enhanced in next steps)
m_stateManager = std::make_unique<StateManager>(AppState::Loading);
@ -142,20 +150,62 @@ bool ApplicationManager::initializeManagers() {
}
bool ApplicationManager::initializeGame() {
// TODO: Initialize game-specific systems
// For now, just set a basic loading state to test the window
// Load essential assets using AssetManager
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loading essential assets...");
// Initialize a basic test render handler
// Set up asset loading tasks
AssetManager::LoadingTask logoTask{AssetManager::LoadingTask::TEXTURE, "logo", "assets/images/logo.bmp"};
AssetManager::LoadingTask backgroundTask{AssetManager::LoadingTask::TEXTURE, "background", "assets/images/main_background.bmp"};
AssetManager::LoadingTask blocksTask{AssetManager::LoadingTask::TEXTURE, "blocks", "assets/images/blocks90px_001.bmp"};
AssetManager::LoadingTask fontTask{AssetManager::LoadingTask::FONT, "main_font", "FreeSans.ttf", 24};
AssetManager::LoadingTask pixelFontTask{AssetManager::LoadingTask::FONT, "pixel_font", "assets/fonts/PressStart2P-Regular.ttf", 16};
// Add tasks to AssetManager
m_assetManager->addLoadingTask(logoTask);
m_assetManager->addLoadingTask(backgroundTask);
m_assetManager->addLoadingTask(blocksTask);
m_assetManager->addLoadingTask(fontTask);
m_assetManager->addLoadingTask(pixelFontTask);
// Execute loading tasks with progress callback
m_assetManager->executeLoadingTasks([](float progress) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Asset loading progress: %.1f%%", progress * 100.0f);
});
// Load sound effects with fallback
m_assetManager->loadSoundEffectWithFallback("clear_line", "clear_line");
m_assetManager->loadSoundEffectWithFallback("nice_combo", "nice_combo");
m_assetManager->loadSoundEffectWithFallback("amazing", "amazing");
// Start background music loading
m_assetManager->startBackgroundMusicLoading();
// Initialize a basic test render handler that shows loaded assets
m_stateManager->registerRenderHandler(AppState::Loading,
[this](RenderManager& renderer) {
// Simple test render - just clear screen and show a colored rectangle
// Simple test render - just clear screen and show loaded assets
renderer.clear(20, 30, 40, 255);
SDL_FRect testRect = { 400, 300, 400, 200 };
renderer.renderRect(testRect, 255, 100, 100, 255);
// Try to render background if loaded
SDL_Texture* background = m_assetManager->getTexture("background");
if (background) {
SDL_FRect bgRect = { 0, 0, 1200, 1000 };
renderer.renderTexture(background, nullptr, &bgRect);
}
// Try to render logo if loaded
SDL_Texture* logo = m_assetManager->getTexture("logo");
if (logo) {
SDL_FRect logoRect = { 300, 200, 600, 200 };
renderer.renderTexture(logo, nullptr, &logoRect);
}
// Show asset loading status
SDL_FRect statusRect = { 50, 50, 400, 30 };
renderer.renderRect(statusRect, 0, 100, 200, 200);
});
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Game systems initialized");
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Game systems initialized with asset loading");
return true;
}
@ -205,6 +255,7 @@ void ApplicationManager::render() {
void ApplicationManager::cleanupManagers() {
// Cleanup managers in reverse order
m_stateManager.reset();
m_assetManager.reset();
m_inputManager.reset();
m_renderManager.reset();

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@ -41,6 +41,7 @@ public:
// Access to managers (for now, will be replaced with dependency injection later)
RenderManager* getRenderManager() const { return m_renderManager.get(); }
InputManager* getInputManager() const { return m_inputManager.get(); }
AssetManager* getAssetManager() const { return m_assetManager.get(); }
StateManager* getStateManager() const { return m_stateManager.get(); }
private:
@ -61,6 +62,7 @@ private:
// Core managers
std::unique_ptr<RenderManager> m_renderManager;
std::unique_ptr<InputManager> m_inputManager;
std::unique_ptr<AssetManager> m_assetManager;
std::unique_ptr<StateManager> m_stateManager;
// Application state

384
src/core/AssetManager.cpp Normal file
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@ -0,0 +1,384 @@
#include "AssetManager.h"
#include "../graphics/Font.h"
#include "../audio/Audio.h"
#include "../audio/SoundEffect.h"
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <filesystem>
AssetManager::AssetManager()
: m_renderer(nullptr)
, m_audioSystem(nullptr)
, m_soundSystem(nullptr)
, m_defaultTexturePath("assets/images/")
, m_defaultFontPath("assets/fonts/")
, m_initialized(false) {
}
AssetManager::~AssetManager() {
shutdown();
}
bool AssetManager::initialize(SDL_Renderer* renderer) {
if (m_initialized) {
logError("AssetManager already initialized");
return false;
}
if (!renderer) {
setError("Invalid renderer provided to AssetManager");
return false;
}
m_renderer = renderer;
// Get references to singleton systems
m_audioSystem = &Audio::instance();
m_soundSystem = &SoundEffectManager::instance();
m_initialized = true;
logInfo("AssetManager initialized successfully");
return true;
}
void AssetManager::shutdown() {
if (!m_initialized) {
return;
}
logInfo("Shutting down AssetManager...");
// Clear loading tasks
clearLoadingTasks();
// Cleanup textures
for (auto& [id, texture] : m_textures) {
if (texture) {
SDL_DestroyTexture(texture);
logInfo("Destroyed texture: " + id);
}
}
m_textures.clear();
// Cleanup fonts (unique_ptr handles destruction)
m_fonts.clear();
// Reset state
m_renderer = nullptr;
m_audioSystem = nullptr;
m_soundSystem = nullptr;
m_initialized = false;
logInfo("AssetManager shutdown complete");
}
SDL_Texture* AssetManager::loadTexture(const std::string& id, const std::string& filepath) {
if (!validateRenderer()) {
return nullptr;
}
// Check if already loaded
auto it = m_textures.find(id);
if (it != m_textures.end()) {
logInfo("Texture already loaded: " + id);
return it->second;
}
// Load new texture
SDL_Texture* texture = loadTextureFromFile(filepath);
if (!texture) {
setError("Failed to load texture: " + filepath);
return nullptr;
}
m_textures[id] = texture;
logInfo("Loaded texture: " + id + " from " + filepath);
return texture;
}
SDL_Texture* AssetManager::getTexture(const std::string& id) const {
auto it = m_textures.find(id);
return (it != m_textures.end()) ? it->second : nullptr;
}
bool AssetManager::unloadTexture(const std::string& id) {
auto it = m_textures.find(id);
if (it == m_textures.end()) {
setError("Texture not found: " + id);
return false;
}
if (it->second) {
SDL_DestroyTexture(it->second);
}
m_textures.erase(it);
logInfo("Unloaded texture: " + id);
return true;
}
bool AssetManager::loadFont(const std::string& id, const std::string& filepath, int baseSize) {
// Check if already loaded
auto it = m_fonts.find(id);
if (it != m_fonts.end()) {
logInfo("Font already loaded: " + id);
return true;
}
// Create new font
auto font = std::make_unique<FontAtlas>();
if (!font->init(filepath, baseSize)) {
setError("Failed to initialize font: " + filepath);
return false;
}
m_fonts[id] = std::move(font);
logInfo("Loaded font: " + id + " from " + filepath + " (size: " + std::to_string(baseSize) + ")");
return true;
}
FontAtlas* AssetManager::getFont(const std::string& id) const {
auto it = m_fonts.find(id);
return (it != m_fonts.end()) ? it->second.get() : nullptr;
}
bool AssetManager::unloadFont(const std::string& id) {
auto it = m_fonts.find(id);
if (it == m_fonts.end()) {
setError("Font not found: " + id);
return false;
}
// Shutdown the font before removing
it->second->shutdown();
m_fonts.erase(it);
logInfo("Unloaded font: " + id);
return true;
}
bool AssetManager::loadMusicTrack(const std::string& filepath) {
if (!m_audioSystem) {
setError("Audio system not available");
return false;
}
if (!fileExists(filepath)) {
setError("Music file not found: " + filepath);
return false;
}
try {
m_audioSystem->addTrackAsync(filepath);
logInfo("Added music track for loading: " + filepath);
return true;
} catch (const std::exception& e) {
setError("Failed to add music track: " + std::string(e.what()));
return false;
}
}
bool AssetManager::loadSoundEffect(const std::string& id, const std::string& filepath) {
if (!m_soundSystem) {
setError("Sound effect system not available");
return false;
}
if (!fileExists(filepath)) {
setError("Sound effect file not found: " + filepath);
return false;
}
if (m_soundSystem->loadSound(id, filepath)) {
logInfo("Loaded sound effect: " + id + " from " + filepath);
return true;
} else {
setError("Failed to load sound effect: " + id + " from " + filepath);
return false;
}
}
bool AssetManager::loadSoundEffectWithFallback(const std::string& id, const std::string& baseName) {
if (!m_soundSystem) {
setError("Sound effect system not available");
return false;
}
// Try WAV first, then MP3 fallback (matching main.cpp pattern)
std::string wavPath = "assets/music/" + baseName + ".wav";
std::string mp3Path = "assets/music/" + baseName + ".mp3";
// Check WAV first
if (fileExists(wavPath)) {
if (m_soundSystem->loadSound(id, wavPath)) {
logInfo("Loaded sound effect: " + id + " from " + wavPath + " (WAV)");
return true;
}
}
// Fallback to MP3
if (fileExists(mp3Path)) {
if (m_soundSystem->loadSound(id, mp3Path)) {
logInfo("Loaded sound effect: " + id + " from " + mp3Path + " (MP3 fallback)");
return true;
}
}
setError("Failed to load sound effect: " + id + " (tried both WAV and MP3)");
return false;
}
void AssetManager::startBackgroundMusicLoading() {
if (!m_audioSystem) {
setError("Audio system not available");
return;
}
m_audioSystem->startBackgroundLoading();
logInfo("Started background music loading");
}
bool AssetManager::isMusicLoadingComplete() const {
if (!m_audioSystem) {
return false;
}
return m_audioSystem->isLoadingComplete();
}
int AssetManager::getLoadedMusicTrackCount() const {
if (!m_audioSystem) {
return 0;
}
return m_audioSystem->getLoadedTrackCount();
}
void AssetManager::addLoadingTask(const LoadingTask& task) {
m_loadingTasks.push_back(task);
logInfo("Added loading task: " + task.id + " (" + task.filepath + ")");
}
void AssetManager::executeLoadingTasks(std::function<void(float)> progressCallback) {
if (m_loadingTasks.empty()) {
if (progressCallback) progressCallback(1.0f);
return;
}
logInfo("Executing " + std::to_string(m_loadingTasks.size()) + " loading tasks...");
size_t totalTasks = m_loadingTasks.size();
size_t completedTasks = 0;
for (const auto& task : m_loadingTasks) {
bool success = false;
switch (task.type) {
case LoadingTask::TEXTURE:
success = (loadTexture(task.id, task.filepath) != nullptr);
break;
case LoadingTask::FONT:
success = loadFont(task.id, task.filepath, task.fontSize);
break;
case LoadingTask::MUSIC:
success = loadMusicTrack(task.filepath);
break;
case LoadingTask::SOUND_EFFECT:
success = loadSoundEffect(task.id, task.filepath);
break;
}
if (!success) {
logError("Failed to load asset: " + task.id + " (" + task.filepath + ")");
}
completedTasks++;
if (progressCallback) {
float progress = static_cast<float>(completedTasks) / static_cast<float>(totalTasks);
progressCallback(progress);
}
}
logInfo("Completed " + std::to_string(completedTasks) + "/" + std::to_string(totalTasks) + " loading tasks");
}
void AssetManager::clearLoadingTasks() {
m_loadingTasks.clear();
logInfo("Cleared loading tasks");
}
bool AssetManager::isResourceLoaded(const std::string& id) const {
return (m_textures.find(id) != m_textures.end()) ||
(m_fonts.find(id) != m_fonts.end());
}
std::string AssetManager::getAssetPath(const std::string& relativePath) {
// Simple path construction - could be enhanced with proper path handling
if (relativePath.find("assets/") == 0) {
return relativePath; // Already has assets/ prefix
}
return "assets/" + relativePath;
}
bool AssetManager::fileExists(const std::string& filepath) {
// Use SDL file I/O for consistency with main.cpp pattern
SDL_IOStream* file = SDL_IOFromFile(filepath.c_str(), "rb");
if (file) {
SDL_CloseIO(file);
return true;
}
return false;
}
SDL_Texture* AssetManager::loadTextureFromFile(const std::string& filepath) {
if (!validateRenderer()) {
return nullptr;
}
// Load using SDL_LoadBMP (matching main.cpp pattern)
SDL_Surface* surface = SDL_LoadBMP(filepath.c_str());
if (!surface) {
setError("Failed to load surface from: " + filepath + " - " + SDL_GetError());
return nullptr;
}
SDL_Texture* texture = SDL_CreateTextureFromSurface(m_renderer, surface);
SDL_DestroySurface(surface);
if (!texture) {
setError("Failed to create texture from surface: " + filepath + " - " + SDL_GetError());
return nullptr;
}
return texture;
}
bool AssetManager::validateRenderer() const {
if (!m_initialized) {
const_cast<AssetManager*>(this)->setError("AssetManager not initialized");
return false;
}
if (!m_renderer) {
const_cast<AssetManager*>(this)->setError("Invalid renderer");
return false;
}
return true;
}
void AssetManager::setError(const std::string& error) {
m_lastError = error;
logError(error);
}
void AssetManager::logInfo(const std::string& message) const {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[AssetManager] %s", message.c_str());
}
void AssetManager::logError(const std::string& message) const {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[AssetManager] %s", message.c_str());
}

109
src/core/AssetManager.h Normal file
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@ -0,0 +1,109 @@
#pragma once
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <string>
#include <unordered_map>
#include <memory>
#include <functional>
// Forward declarations
class FontAtlas;
class Audio;
class SoundEffectManager;
/**
* AssetManager - Centralized resource management following SOLID principles
*
* Responsibilities:
* - Texture loading and management (BMP, PNG via SDL)
* - Font loading and caching (TTF via FontAtlas)
* - Audio resource coordination (MP3 via Audio, WAV via SoundEffectManager)
* - Resource lifecycle management (loading, caching, cleanup)
* - Error handling and fallback mechanisms
*
* Design Principles:
* - Single Responsibility: Only handles asset loading/management
* - Open/Closed: Easy to extend with new asset types
* - Dependency Inversion: Uses interfaces for audio systems
* - Interface Segregation: Separate methods for different asset types
*/
class AssetManager {
public:
AssetManager();
~AssetManager();
// Lifecycle management
bool initialize(SDL_Renderer* renderer);
void shutdown();
// Texture management
SDL_Texture* loadTexture(const std::string& id, const std::string& filepath);
SDL_Texture* getTexture(const std::string& id) const;
bool unloadTexture(const std::string& id);
void setDefaultTexturePath(const std::string& path) { m_defaultTexturePath = path; }
// Font management
bool loadFont(const std::string& id, const std::string& filepath, int baseSize = 24);
FontAtlas* getFont(const std::string& id) const;
bool unloadFont(const std::string& id);
void setDefaultFontPath(const std::string& path) { m_defaultFontPath = path; }
// Audio management (coordinates with existing Audio and SoundEffectManager)
bool loadMusicTrack(const std::string& filepath);
bool loadSoundEffect(const std::string& id, const std::string& filepath);
bool loadSoundEffectWithFallback(const std::string& id, const std::string& baseName);
void startBackgroundMusicLoading();
bool isMusicLoadingComplete() const;
int getLoadedMusicTrackCount() const;
// Batch loading operations
struct LoadingTask {
enum Type { TEXTURE, FONT, MUSIC, SOUND_EFFECT };
Type type;
std::string id;
std::string filepath;
int fontSize = 24; // For fonts only
};
void addLoadingTask(const LoadingTask& task);
void executeLoadingTasks(std::function<void(float)> progressCallback = nullptr);
void clearLoadingTasks();
// Resource queries
size_t getTextureCount() const { return m_textures.size(); }
size_t getFontCount() const { return m_fonts.size(); }
bool isResourceLoaded(const std::string& id) const;
// Error handling
std::string getLastError() const { return m_lastError; }
void clearLastError() { m_lastError.clear(); }
// Asset path utilities
static std::string getAssetPath(const std::string& relativePath);
static bool fileExists(const std::string& filepath);
private:
// Resource storage
std::unordered_map<std::string, SDL_Texture*> m_textures;
std::unordered_map<std::string, std::unique_ptr<FontAtlas>> m_fonts;
std::vector<LoadingTask> m_loadingTasks;
// System references
SDL_Renderer* m_renderer;
Audio* m_audioSystem; // Pointer to singleton
SoundEffectManager* m_soundSystem; // Pointer to singleton
// Configuration
std::string m_defaultTexturePath;
std::string m_defaultFontPath;
std::string m_lastError;
bool m_initialized;
// Helper methods
SDL_Texture* loadTextureFromFile(const std::string& filepath);
bool validateRenderer() const;
void setError(const std::string& error);
void logInfo(const std::string& message) const;
void logError(const std::string& message) const;
};