M3: Asset pipeline — ContentPaths + ContentLoader + asset-test
Formalises Content/ access from the Godot host. Content lives at the repo root (sibling of Theriapolis.Godot/), not duplicated under res://, so the MonoGame branch and headless Tools keep reading from the same single source of truth. ContentPaths.cs: Static ContentRoot/DataDir/GfxDir resolved once via res:// walk-up and cached. Replaces two inline ResolveDataDir copies in SmokeTest and WorldMapView. ContentLoader.cs: LoadGfx(relativePath) -> ImageTexture, cached by relative path. Bypasses the res:// import pipeline because Content/ lives outside the project — fine for static pixel-art assets at native size, and the project default texture filter is already Nearest. Cache is per-process, never evicted (full atlas <1 MB). AssetTest.cs + Main.cs --asset-test flag: Smoke-tests the pipeline. Walks Content/Data and Content/Gfx, reports counts, attempts to load every PNG, prints per-subdir breakdown. Quits with non-zero on any failure. Verified post-refactor (--asset-test): 53 JSON files in Data, 50 PNG files in Gfx (8 tactical/deco + 42 tactical/surface), 50/50 loaded, 0 failures. Verified no regressions: --smoke-test (M1) still produces canonical FNV hashes. --world-map 12345 (M2) still produces 3 rivers / 91 roads / 226 settlements / 0 rails / 0 bridges. Scope note: plan mentioned "tile/NPC/CodexUI atlases — three separate themes". Only tactical/ exists in Content/Gfx today; NPC and CodexUI atlases never landed during MonoGame development. M3 ships what's actually present. ContentLoader.LoadGfx works for any future sub-directories without changes. Closes M3 of theriapolis-rpg-implementation-plan-godot-port.md. Next: M4 (tactical render). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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using Godot;
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using System.Collections.Generic;
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using System.IO;
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namespace Theriapolis.GodotHost.Platform;
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/// <summary>
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/// Loads PNGs from Content/Gfx as Godot ImageTextures and caches them by
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/// relative path. Texture filter is set to Nearest (project default for
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/// pixel art).
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///
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/// This bypasses Godot's res:// import pipeline because Content/ lives
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/// outside the project — but for static pixel-art assets at native size
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/// the import pipeline doesn't add anything we need.
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///
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/// Tactical-view tile rendering (M4) will hit this from chunk streamers,
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/// so the cache is per-process and never evicted; the full atlas
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/// (~50 PNGs at 32x32) is well under 1 MB.
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/// </summary>
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public static class ContentLoader
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{
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private static readonly Dictionary<string, ImageTexture> _cache = new();
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/// <summary>
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/// Loads a PNG from <c>Content/Gfx/<relativePath></c>. Returns
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/// null and logs an error if the file is missing or unreadable.
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/// </summary>
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public static ImageTexture? LoadGfx(string relativePath)
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{
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if (_cache.TryGetValue(relativePath, out var cached)) return cached;
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string absolute = Path.Combine(ContentPaths.GfxDir, relativePath);
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if (!File.Exists(absolute))
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{
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GD.PrintErr($"[ContentLoader] Missing texture: {absolute}");
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return null;
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}
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var image = Image.LoadFromFile(absolute);
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if (image is null)
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{
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GD.PrintErr($"[ContentLoader] Image.LoadFromFile failed: {absolute}");
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return null;
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}
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var tex = ImageTexture.CreateFromImage(image);
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_cache[relativePath] = tex;
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return tex;
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}
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public static int CacheCount => _cache.Count;
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/// <summary>Drops every cached texture. Useful for hot-reload tests.</summary>
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public static void ClearCache() => _cache.Clear();
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}
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