mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Start of new materials, disable async asset loading
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@@ -1,5 +1,8 @@
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using System;
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namespace GlitchyEditor.Assets;
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[Obsolete]
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abstract class AssetPropertiesEditor
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{
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private AssetFile _asset;
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@@ -0,0 +1,115 @@
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using System;
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using System.Collections;
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using GlitchyEngine.Content;
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using GlitchyEngine.Renderer;
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using Bon;
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using GlitchyEngine.Math;
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using System.IO;
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namespace GlitchyEditor.Assets.Importers;
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[BonTarget]
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class NewMaterialFile : ImportedResource
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{
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public AssetHandle<Effect> Effect;
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public Dictionary<String, AssetHandle<Texture>> Textures = new .() ~ DeleteDictionaryAndKeys!(_);
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public Dictionary<String, MaterialVariableValue> Constants = new .() ~ DeleteDictionaryAndKeys!(_);
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public this(AssetIdentifier ownAssetIdentifier) : base(ownAssetIdentifier)
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{
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}
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}
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[BonTarget]
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public enum MaterialVariableValue
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{
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case bool(bool Value);
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case bool2(bool2 Value);
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case bool3(bool3 Value);
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case bool4(bool4 Value);
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case int(int Value);
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case int2(int2 Value);
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case int3(int3 Value);
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case int4(int4 Value);
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case uint(uint Value);
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case uint2(uint2 Value);
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case uint3(uint3 Value);
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case uint4(uint4 Value);
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case Float(float Value);
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case Float2(float2 Value);
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case Float3(float3 Value);
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case Float4(float4 Value);
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case Half(half Value);
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case Half2(half2 Value);
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case Half3(half3 Value);
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case Half4(half4 Value);
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case ColorRGB(ColorRGB Value);
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case ColorRGBA(ColorRGBA Value);
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case None;
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/*static this()
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{
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gBonEnv.typeHandlers.Add(typeof(Self),
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((.)new => VariableValueSerialize, (.)new => VariableValueDeserialize));
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}
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static void VariableValueSerialize(BonWriter writer, ValueView value, BonEnvironment env)
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{
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Log.EngineLogger.Assert(value.type == typeof(Self));
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let variableValue = value.Get<Self>();
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writer.Type(variableValue)
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using (writer.ObjectBlock())
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{
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Serialize.Value(writer, nameof(MaterialFile.Effect), materialFile.Effect, env);
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Serialize.Value(writer, nameof(MaterialFile.Textures), materialFile.Textures, env);
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}
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}
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static Result<void> VariableValueDeserialize(BonReader reader, ValueView val, BonEnvironment env)
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{
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return .Ok;
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}*/
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}
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class MaterialImporter: IAssetImporter
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{
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private static readonly List<StringView> _fileExtensions = new .(){".mat"} ~ delete _;
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public static List<StringView> FileExtensions => _fileExtensions;
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public static Type ProcessedAssetType => typeof(NewMaterialFile);
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public AssetImporterConfig CreateDefaultConfig()
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{
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return new AssetImporterConfig();
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}
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public Result<ImportedResource> Import(StringView fullFileName, AssetIdentifier assetIdentifier, AssetConfig config)
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{
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NewMaterialFile material = new .(new AssetIdentifier(assetIdentifier.FullIdentifier));
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defer
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{
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if (@return case .Err)
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{
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delete material;
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}
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}
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String fullText = scope .();
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Try!(File.ReadAllText(fullFileName, fullText, true));
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Try!(Bon.Deserialize<NewMaterialFile>(ref material, fullText));
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return material;
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}
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}
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@@ -0,0 +1,68 @@
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using System;
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using System.Collections;
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using GlitchyEditor.Assets.Importers;
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using GlitchyEngine.Renderer;
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using GlitchyEngine;
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using GlitchyEngine.Content;
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namespace GlitchyEditor.Assets.Processors;
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class ProcessedMaterial : ProcessedResource
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{
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private Dictionary<String, uint8[]> _bufferData = new .() ~ DeleteDictionaryAndKeysAndValues!(_);
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public override AssetType AssetType => .Material;
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public this(AssetIdentifier ownAssetIdentifier, AssetHandle assetHandle) : base(ownAssetIdentifier, assetHandle)
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{
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}
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public uint8[] CloneBuffer(ConstantBuffer cBuffer)
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{
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String name = new String(cBuffer.Name);
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//uint8[] data = cBuffer.
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return null;
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}
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}
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class MaterialProcessor : IAssetProcessor
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{
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public AssetProcessorConfig CreateDefaultConfig()
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{
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return new AssetProcessorConfig();
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}
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public static Type ProcessedAssetType => typeof(NewMaterialFile)
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public Result<void> Process(ImportedResource importedResource, AssetConfig config, List<ProcessedResource> outProcessedResources)
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{
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NewMaterialFile importedMaterial = importedResource as NewMaterialFile;
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if (importedMaterial == null)
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{
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Log.EngineLogger.Error($"Expected type {nameof(NewMaterialFile)} but received {importedResource.GetType()} instead.");
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return .Err;
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}
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Effect effect = Content.GetAsset<Effect>(importedMaterial.Effect, blocking: true);
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ProcessedMaterial processedMaterial = new .(new AssetIdentifier(importedMaterial.AssetIdentifier), config.AssetHandle);
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for (let buffer in effect.Buffers)
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{
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ConstantBuffer cBuffer = buffer.Buffer as ConstantBuffer;
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if (cBuffer == null)
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{
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}
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processedMaterial.CloneBuffer(cBuffer);
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}
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// Create buffers
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return default;
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}
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}
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@@ -362,13 +362,13 @@ class EditorContentManager : IContentManager
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return _identiferToHandle.ContainsKey(identifier);
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}
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public Asset GetAsset(Type assetType, AssetHandle handle)
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public Asset GetAsset(Type assetType, AssetHandle handle, bool blocking = false)
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{
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Asset asset = null;
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if (!_handleToAsset.TryGetValue(handle, out asset))
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{
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LoadAsset(handle);
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LoadAsset(handle, blocking);
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}
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if (var placeholder = asset as PlaceholderAsset)
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@@ -5,5 +5,6 @@ enum AssetType : uint16
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Unknown,
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Texture,
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Sprite,
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Shader
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Shader,
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Material
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}
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@@ -94,27 +94,27 @@ namespace GlitchyEngine.Content
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}
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/// Loads the specified asset with the given contentManager or the current applications content manager.
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public static T GetAsset<T>(AssetHandle handle, IContentManager contentManager = null) where T : Asset
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public static T GetAsset<T>(AssetHandle handle, IContentManager contentManager = null, bool blocking = false) where T : Asset
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{
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var contentManager;
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if (contentManager == null)
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contentManager = Application.Get().ContentManager;
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Asset asset = contentManager.GetAsset(typeof(T), handle);
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Asset asset = contentManager.GetAsset(typeof(T), handle, blocking);
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return (T)asset;
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}
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/// Loads the specified asset with the given contentManager or the current applications content manager.
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public static Asset GetAsset(AssetHandle handle, IContentManager contentManager = null)
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public static Asset GetAsset(AssetHandle handle, IContentManager contentManager = null, bool blocking = false)
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{
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var contentManager;
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if (contentManager == null)
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contentManager = Application.Instance.ContentManager;
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Asset asset = contentManager.GetAsset(null, handle);
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Asset asset = contentManager.GetAsset(null, handle, blocking);
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return asset;
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}
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@@ -142,20 +142,25 @@ namespace GlitchyEngine.Content
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interface IContentManager
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{
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/// Loads the Asset with the given handle and returns the handle.
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/// Loads the Asset with the given identifier and returns the handle.
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/// @param assetIdentifier The identifier of the asset to load.
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/// @param blocking If false, the AssetHandle might represent a placeholder until the asset is finished loading.
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/// If true, LoadAsset will wait until the Asset is loaded and the handle represents the actual asset.
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/// @return An AssetHandle representing the Asset identifierd by the specified assetIdentifier or a placeholder.
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/// If the asset doesn't exist or loading failed, the Handle will represent an error-placeholder.
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AssetHandle LoadAsset(StringView assetIdentifier, bool blocking = false);
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/// Loads the Asset with the given handle and returns the handle. Returns .Invalid, if the asset handle doesn't exist.
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AssetHandle LoadAsset(AssetHandle handle, bool blocking = false);
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/// Returns the asset for the given handle or null, if it isn't loaded.
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Asset GetAsset(AssetHandle handle)
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Asset GetAsset(AssetHandle handle, bool blocking = false)
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{
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return GetAsset(null, handle);
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return GetAsset(null, handle, blocking);
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}
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/// Returns the asset for the given handle or the default asset of the given type.
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Asset GetAsset(Type assetType, AssetHandle handle);
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Asset GetAsset(Type assetType, AssetHandle handle, bool blocking = false);
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/// The content manager will manage the asset (e.g. provide it when LoadAsset is called with the assets identifier)
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AssetHandle ManageAsset(Asset asset);
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