/* * This file is part of the Illarion project. * * Copyright © 2015 - Illarion e.V. * * Illarion is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Illarion 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. */ package illarion.client.resources.loaders; import illarion.client.resources.ResourceFactory; import illarion.client.resources.data.EffectTemplate; import illarion.common.util.TableLoaderEffects; import illarion.common.util.TableLoaderSink; import org.illarion.engine.assets.Assets; import org.illarion.engine.assets.SpriteFactory; import org.illarion.engine.graphic.Sprite; import org.slf4j.Logger; import org.slf4j.LoggerFactory; import javax.annotation.Nonnull; /** * This class is used to load the effect definitions from the resource table that was created using the configuration * tool. The class will create the required effect objects and send them to the effect factory that takes care for * distributing those objects. * * @author Martin Karing <nitram@illarion.org> */ public final class EffectLoader extends AbstractResourceLoader<EffectTemplate> implements TableLoaderSink<TableLoaderEffects> { /** * The logger that is used to report error messages. */ @Nonnull private static final Logger log = LoggerFactory.getLogger(EffectLoader.class); /** * The resource path to the effect graphics. All graphics need to be located at this path within the JAR-resource * files. */ @Nonnull private static final String EFFECTS_PATH = "effects/"; /** * The assets of the game engine that are required to load the data needed for the effects. */ @Nonnull private final Assets assets; /** * Create a new effect loader. * * @param assets the assets instance of the game engine that is used to load the data */ public EffectLoader(@Nonnull Assets assets) { this.assets = assets; } /** * Trigger the loading sequence for this loader. */ @Nonnull @Override public ResourceFactory<EffectTemplate> call() { if (!hasTargetFactory()) { throw new IllegalStateException("targetFactory not set yet."); } ResourceFactory<EffectTemplate> factory = getTargetFactory(); factory.init(); new TableLoaderEffects(this); factory.loadingFinished(); loadingDone(); return factory; } /** * Handle a single line of the resource table. */ @Override public boolean processRecord(int line, @Nonnull TableLoaderEffects loader) { int effectID = loader.getEffectId(); String name = loader.getResourceName(); int frames = loader.getFrameCount(); int offsetX = loader.getOffsetX(); int offsetY = loader.getOffsetY(); int speed = loader.getAnimationSpeed(); int light = loader.getEffectLight(); Sprite effectSprite = assets.getSpriteFactory() .createSprite(getTextures(assets.getTextureManager(), EFFECTS_PATH, name, frames), offsetX, offsetY, SpriteFactory.CENTER, SpriteFactory.CENTER, false); EffectTemplate template = new EffectTemplate(effectID, effectSprite, frames, speed, light); try { getTargetFactory().storeResource(template); } catch (@Nonnull IllegalStateException ex) { log.error("Failed adding effect to internal factory. ID: {} - Filename: {}", effectID, name); } return true; } }