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# Copyright (c) 2016 Timm Murray |
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# All rights reserved. |
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# |
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# Redistribution and use in source and binary forms, with or without |
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# modification, are permitted provided that the following conditions are met: |
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# |
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# * Redistributions of source code must retain the above copyright notice, |
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# this list of conditions and the following disclaimer. |
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# * Redistributions in binary form must reproduce the above copyright |
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# notice, this list of conditions and the following disclaimer in the |
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# documentation and/or other materials provided with the distribution. |
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# |
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# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
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# AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
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# ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
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# LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
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# CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
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# SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
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# INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
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# CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
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# ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
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# POSSIBILITY OF SUCH DAMAGE. |
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package Game::Asset; |
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$Game::Asset::VERSION = '0.5'; |
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# ABSTRACT: Load assets (images, music, etc.) for games |
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use strict; |
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use warnings; |
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use Moose; |
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use namespace::autoclean; |
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use Game::Asset::Type; |
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use Game::Asset::Null; |
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use Game::Asset::PerlModule; |
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use Game::Asset::PlainText; |
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use Game::Asset::YAML; |
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use Game::Asset::MultiExample; |
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use Archive::Zip qw( :ERROR_CODES ); |
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use YAML (); |
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has 'file' => ( |
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is => 'ro', |
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isa => 'Str', |
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required => 1, |
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); |
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has 'mappings' => ( |
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is => 'ro', |
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isa => 'HashRef[Game::Asset::Type]', |
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default => sub {{}}, |
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auto_deref => 1, |
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); |
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has 'entries' => ( |
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is => 'ro', |
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isa => 'ArrayRef[Game::Asset::Type]', |
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default => sub {[]}, |
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auto_deref => 1, |
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); |
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has '_entries_by_shortname' => ( |
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traits => ['Hash'], |
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is => 'ro', |
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isa => 'HashRef[Game::Asset::Type]', |
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default => sub {{}}, |
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handles => { |
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_get_by_name => 'get', |
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}, |
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); |
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has '_zip' => ( |
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is => 'ro', |
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isa => 'Archive::Zip', |
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); |
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sub BUILDARGS |
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{ |
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my ($class, $args) = @_; |
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my $file = $args->{file}; |
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my $zip = $class->_read_zip( $file ); |
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$args->{'_zip'} = $zip; |
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my $index = $class->_read_index( $zip, $file ); |
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$args->{mappings} = { |
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yml => 'Game::Asset::YAML', |
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txt => 'Game::Asset::PlainText', |
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pm => 'Game::Asset::PerlModule', |
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%$index, |
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}; |
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my ($entries, $entries_by_shortname) = $class->_build_entries( $zip, |
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$args->{mappings} ); |
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$args->{entries} = $entries; |
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$args->{'_entries_by_shortname'} = $entries_by_shortname; |
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return $args; |
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} |
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100
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sub get_by_name |
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{ |
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my ($self, $name, @args) = @_; |
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my $entry = $self->_get_by_name( $name ); |
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if( $entry ) { |
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my $full_name = $entry->full_name; |
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my $contents = $self->_zip->contents( $full_name ); |
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5330
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$entry->process_content( $contents, @args ); |
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} |
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111
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return $entry; |
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} |
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114
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115
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sub _read_zip |
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{ |
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my ($class, $file) = @_; |
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119
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6
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my $zip = Archive::Zip->new; |
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my $read_result = $zip->read( $file ); |
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16017
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if( $read_result == AZ_STREAM_END ) { |
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0
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die "Hit end of stream unexpectedly in '$file'\n"; |
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} |
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elsif( $read_result == AZ_ERROR ) { |
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0
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0
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die "Generic error while reading '$file'\n"; |
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} |
127
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elsif( $read_result == AZ_FORMAT_ERROR ) { |
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0
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0
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die "Formatting error while reading '$file'\n"; |
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} |
130
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elsif( $read_result == AZ_IO_ERROR ) { |
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0
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die "IO error while reading '$file'\n"; |
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} |
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134
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return $zip; |
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} |
136
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137
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sub _read_index |
138
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{ |
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my ($class, $zip, $file) = @_; |
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136
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my $index_contents = $zip->contents( 'index.yml' ); |
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7395
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die "Could not find index.yml in '$file'\n" unless $index_contents; |
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143
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6
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109
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my $index = YAML::Load( $index_contents ); |
144
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6
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74690
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return $index; |
145
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} |
146
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147
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sub _build_entries |
148
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{ |
149
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my ($class, $zip, $mappings) = @_; |
150
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30
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my %mappings = %$mappings; |
151
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152
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my (@entries, %entries_by_shortname); |
153
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foreach my $member ($zip->memberNames) { |
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100
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624
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next if $member eq 'index.yml'; # Ignore index |
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100
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108
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next if $member =~ m!\/ \z!x; |
156
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148
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my ($short_name, $ext) = $member =~ /\A (.*) \. (.*?) \z/x; |
157
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die "Could not find mapping for '$ext' (full name: $member)\n" |
158
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if ! exists $mappings{$ext}; |
159
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160
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my $entry_class = $mappings{$ext}; |
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950
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my $entry = $entry_class->new({ |
162
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name => $short_name, |
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full_name => $member, |
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}); |
165
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push @entries, $entry; |
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$entries_by_shortname{$short_name} = $entry; |
167
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} |
168
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169
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return (\@entries, \%entries_by_shortname); |
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} |
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172
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173
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174
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7
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7
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no Moose; |
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68
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175
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__PACKAGE__->meta->make_immutable; |
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1; |
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__END__ |
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179
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180
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=head1 NAME |
181
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182
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Game::Asset - Load assets (images, music, etc.) for games |
183
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184
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=head1 SYNOPSIS |
185
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186
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my $asset = Game::Asset->new({ |
187
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file => 't_data/test1.zip', |
188
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}); |
189
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my $foo = $asset->get_by_name( 'foo' ); |
190
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my $name = $foo->name; |
191
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my $type = $foo->type; |
192
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193
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=head1 DESCRIPTION |
194
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195
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A common way to handle game assets is to load them in one big zip file. It |
196
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might end up named with extensions like ".wad" or ".pk3" or even ".jar", but |
197
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it's a zip file. |
198
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199
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This module allows you to load up these files and fetch their contents into |
200
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Perl objects. Each type of file is represented by a class that does the |
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L<Game::Asset::Type> Moose role. Which type class, exactly, is determined with |
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mappings defined in the C<index.yml> file. There are also a few built-in |
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mappings. |
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=head1 THE INDEX FILE |
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A file named C<index.yml> (a L<YAML> file) is required inside the zip file, |
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and resolves to a hash. Keys are the file extensions (without the dot), and |
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values are the Perl class that will handle that type. That class must do |
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the L<Game::Asset::Type> Moose role. |
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The file must exist. If you just want to use the built-in mappings, it can |
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resolve to an empty hash. |
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=head2 Built-in Mappings |
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The following mappings are always available without being in the index file: |
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=over 4 |
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=item * txt -- L<Game::Asset::PlainText> |
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=item * yml -- L<Game::Asset::YAML> |
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=item * pm -- L<Game::Asset::PerlModule> |
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=back |
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=head2 Multi-mappings |
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There are times when the given content should be processed by more than one |
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mapping. For instance, a game may want to process a L<Graphics::GVG> vector |
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in both OpenGL and Chipmunk (physics library). |
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This is what multi-mappings are for. See L<Game::Asset::Multi> for details. |
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=head1 ATTRIBUTES |
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=head2 file |
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The path to the zip file. |
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=head2 mappings |
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A hashref (with autoderef). The keys are the file extensions, and the values |
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are the L<Game::Asset::Type> classes that will handle that type. |
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=head2 entries |
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A list of all the assets with their file extensions removed. Note that the |
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C<index.yml> file is filtered out. |
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=head1 METHODS |
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=head2 get_by_name |
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$asset->get_by_name( 'foo' ); |
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Pass in a name of an asset (without the extension). Returns an object |
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representing the data in the zip file. |
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Any other arguments passed will be passed to the handling class. |
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=head1 LICENSE |
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Copyright (c) 2016 Timm Murray |
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All rights reserved. |
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Redistribution and use in source and binary forms, with or without |
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modification, are permitted provided that the following conditions are met: |
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* Redistributions of source code must retain the above copyright notice, |
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this list of conditions and the following disclaimer. |
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* Redistributions in binary form must reproduce the above copyright |
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notice, this list of conditions and the following disclaimer in the |
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documentation and/or other materials provided with the distribution. |
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
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POSSIBILITY OF SUCH DAMAGE. |
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=cut |