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cross-platform assets
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20
kubi/src/filesystem.rs
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20
kubi/src/filesystem.rs
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@ -0,0 +1,20 @@
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use std::{fs::File, path::Path, io::{Read, Seek}};
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use anyhow::Result;
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pub trait ReadOnly: Read + Seek {}
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impl<T: Read + Seek> ReadOnly for T {}
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#[allow(unreachable_code)]
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pub fn open_asset(path: &Path) -> Result<Box<dyn ReadOnly>> {
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#[cfg(target_os = "android")] {
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use anyhow::Context;
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use std::ffi::CString;
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let asset_manager = ndk_glue::native_activity().asset_manager();
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let path_cstr = CString::new(path.to_string_lossy().as_bytes())?;
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let handle = asset_manager.open(&path_cstr).context("Asset doesn't exist")?;
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return Ok(Box::new(handle));
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}
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let asset_path = Path::new("./assets/").join(path);
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return Ok(Box::new(File::open(asset_path)?))
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}
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@ -38,6 +38,7 @@ pub(crate) mod color;
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pub(crate) mod loading_screen;
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pub(crate) mod connecting_screen;
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pub(crate) mod fixed_timestamp;
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pub(crate) mod filesystem;
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use world::{
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init_game_world,
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@ -59,7 +59,7 @@ pub fn load_prefabs(
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log::info!("Loading textures...");
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storages.add_unique_non_send_sync(BlockTexturesPrefab(
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load_texture2darray_prefab::<BlockTexture, _>(
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"./assets/blocks/".into(),
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"blocks".into(),
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&renderer.display,
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MipmapsOption::AutoGeneratedMipmaps
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)
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@ -2,6 +2,7 @@ use strum::IntoEnumIterator;
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use rayon::prelude::*;
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use std::{fs::File, path::PathBuf, io::BufReader};
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use glium::{texture::{SrgbTexture2dArray, RawImage2d, MipmapsOption}, backend::Facade};
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use crate::filesystem::open_asset;
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use super::AssetPaths;
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pub fn load_texture2darray_prefab<
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@ -20,11 +21,11 @@ pub fn load_texture2darray_prefab<
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//Get path to the image and open the file
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let reader = {
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let path = directory.join(file_name);
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BufReader::new(File::open(path).expect("Failed to open texture file"))
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BufReader::new(open_asset(&path).expect("Failed to open texture file"))
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};
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//Parse image data
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let (image_data, dimensions) = {
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let image =image::load(
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let image = image::load(
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reader,
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image::ImageFormat::Png
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).unwrap().to_rgba8();
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