use of org.terasology.world.block.family.DefaultBlockFamilyFactoryRegistry in project Terasology by MovingBlocks.
the class EnvironmentSwitchHandler method handleSwitchToGameEnvironment.
@SuppressWarnings("unchecked")
public void handleSwitchToGameEnvironment(Context context) {
ModuleManager moduleManager = context.get(ModuleManager.class);
CopyStrategyLibrary copyStrategyLibrary = context.get(CopyStrategyLibrary.class);
copyStrategyLibrary.clear();
for (Class<? extends CopyStrategy> copyStrategy : moduleManager.getEnvironment().getSubtypesOf(CopyStrategy.class)) {
if (copyStrategy.getAnnotation(RegisterCopyStrategy.class) == null) {
continue;
}
Class<?> targetType = ReflectionUtil.getTypeParameterForSuper(copyStrategy, CopyStrategy.class, 0);
if (targetType != null) {
registerCopyStrategy(copyStrategyLibrary, targetType, copyStrategy);
} else {
logger.error("Cannot register CopyStrategy '{}' - unable to determine target type", copyStrategy);
}
}
ReflectFactory reflectFactory = context.get(ReflectFactory.class);
TypeSerializationLibrary typeSerializationLibrary = TypeSerializationLibrary.createDefaultLibrary(reflectFactory, copyStrategyLibrary);
typeSerializationLibrary.add(CollisionGroup.class, new CollisionGroupTypeHandler(context.get(CollisionGroupManager.class)));
context.put(TypeSerializationLibrary.class, typeSerializationLibrary);
// Entity System Library
EntitySystemLibrary library = new EntitySystemLibrary(context, typeSerializationLibrary);
context.put(EntitySystemLibrary.class, library);
ComponentLibrary componentLibrary = library.getComponentLibrary();
context.put(ComponentLibrary.class, componentLibrary);
context.put(EventLibrary.class, library.getEventLibrary());
context.put(ClassMetaLibrary.class, new ClassMetaLibraryImpl(context));
registerComponents(componentLibrary, moduleManager.getEnvironment());
registerTypeHandlers(context, typeSerializationLibrary, moduleManager.getEnvironment());
BlockFamilyFactoryRegistry blockFamilyFactoryRegistry = context.get(BlockFamilyFactoryRegistry.class);
loadFamilies((DefaultBlockFamilyFactoryRegistry) blockFamilyFactoryRegistry, moduleManager.getEnvironment());
ModuleAwareAssetTypeManager assetTypeManager = context.get(ModuleAwareAssetTypeManager.class);
/*
* The registering of the prefab formats is done in this method, because it needs to be done before
* the environment of the asset manager gets changed.
*
* It can't be done before this method gets called because the ComponentLibrary isn't
* existing then yet.
*/
unregisterPrefabFormats(assetTypeManager);
registeredPrefabFormat = new PrefabFormat(componentLibrary, typeSerializationLibrary);
assetTypeManager.registerCoreFormat(Prefab.class, registeredPrefabFormat);
registeredPrefabDeltaFormat = new PrefabDeltaFormat(componentLibrary, typeSerializationLibrary);
assetTypeManager.registerCoreDeltaFormat(Prefab.class, registeredPrefabDeltaFormat);
assetTypeManager.switchEnvironment(moduleManager.getEnvironment());
}
use of org.terasology.world.block.family.DefaultBlockFamilyFactoryRegistry in project Terasology by MovingBlocks.
the class TerasologyEngine method initAssets.
private void initAssets() {
DefaultBlockFamilyFactoryRegistry familyFactoryRegistry = new DefaultBlockFamilyFactoryRegistry();
rootContext.put(BlockFamilyFactoryRegistry.class, familyFactoryRegistry);
// cast lambdas explicitly to avoid inconsistent compiler behavior wrt. type inference
assetTypeManager.registerCoreAssetType(Prefab.class, (AssetFactory<Prefab, PrefabData>) PojoPrefab::new, false, "prefabs");
assetTypeManager.registerCoreAssetType(BlockShape.class, (AssetFactory<BlockShape, BlockShapeData>) BlockShapeImpl::new, "shapes");
assetTypeManager.registerCoreAssetType(BlockSounds.class, (AssetFactory<BlockSounds, BlockSoundsData>) BlockSounds::new, "blockSounds");
assetTypeManager.registerCoreAssetType(BlockTile.class, (AssetFactory<BlockTile, TileData>) BlockTile::new, "blockTiles");
assetTypeManager.registerCoreAssetType(BlockFamilyDefinition.class, (AssetFactory<BlockFamilyDefinition, BlockFamilyDefinitionData>) BlockFamilyDefinition::new, "blocks");
assetTypeManager.registerCoreFormat(BlockFamilyDefinition.class, new BlockFamilyDefinitionFormat(assetTypeManager.getAssetManager(), familyFactoryRegistry));
assetTypeManager.registerCoreAssetType(UISkin.class, (AssetFactory<UISkin, UISkinData>) UISkin::new, "skins");
assetTypeManager.registerCoreAssetType(BehaviorTree.class, (AssetFactory<BehaviorTree, BehaviorTreeData>) BehaviorTree::new, false, "behaviors");
assetTypeManager.registerCoreAssetType(UIElement.class, (AssetFactory<UIElement, UIData>) UIElement::new, "ui");
for (EngineSubsystem subsystem : allSubsystems) {
subsystem.registerCoreAssetTypes(assetTypeManager);
}
}
use of org.terasology.world.block.family.DefaultBlockFamilyFactoryRegistry in project Terasology by MovingBlocks.
the class HeadlessEnvironment method setupAssetManager.
@Override
protected AssetManager setupAssetManager() {
ModuleAwareAssetTypeManager assetTypeManager = new ModuleAwareAssetTypeManager();
// cast lambdas explicitly to avoid inconsistent compiler behavior wrt. type inference
assetTypeManager.registerCoreAssetType(Prefab.class, (AssetFactory<Prefab, PrefabData>) PojoPrefab::new, false, "prefabs");
assetTypeManager.registerCoreAssetType(BlockShape.class, (AssetFactory<BlockShape, BlockShapeData>) BlockShapeImpl::new, "shapes");
assetTypeManager.registerCoreAssetType(BlockSounds.class, (AssetFactory<BlockSounds, BlockSoundsData>) BlockSounds::new, "blockSounds");
assetTypeManager.registerCoreAssetType(BlockTile.class, (AssetFactory<BlockTile, TileData>) BlockTile::new, "blockTiles");
assetTypeManager.registerCoreAssetType(BlockFamilyDefinition.class, (AssetFactory<BlockFamilyDefinition, BlockFamilyDefinitionData>) BlockFamilyDefinition::new, "blocks");
assetTypeManager.registerCoreAssetType(StaticSound.class, NullSound::new, "sounds");
assetTypeManager.registerCoreAssetType(StreamingSound.class, NullStreamingSound::new, "music");
DefaultBlockFamilyFactoryRegistry blockFamilyFactoryRegistry = new DefaultBlockFamilyFactoryRegistry();
blockFamilyFactoryRegistry.setBlockFamilyFactory("horizontal", new HorizontalBlockFamilyFactory());
blockFamilyFactoryRegistry.setBlockFamilyFactory("alignToSurface", new AttachedToSurfaceFamilyFactory());
assetTypeManager.registerCoreFormat(BlockFamilyDefinition.class, new BlockFamilyDefinitionFormat(assetTypeManager.getAssetManager(), blockFamilyFactoryRegistry));
assetTypeManager.registerCoreAssetType(UISkin.class, (AssetFactory<UISkin, UISkinData>) UISkin::new, "skins");
assetTypeManager.registerCoreAssetType(BehaviorTree.class, (AssetFactory<BehaviorTree, BehaviorTreeData>) BehaviorTree::new, false, "behaviors");
assetTypeManager.registerCoreAssetType(UIElement.class, (AssetFactory<UIElement, UIData>) UIElement::new, "ui");
assetTypeManager.registerCoreAssetType(Font.class, (AssetFactory<Font, FontData>) FontImpl::new, "fonts");
assetTypeManager.registerCoreAssetType(Texture.class, (AssetFactory<Texture, TextureData>) HeadlessTexture::new, "textures", "fonts");
assetTypeManager.registerCoreFormat(Texture.class, new PNGTextureFormat(Texture.FilterMode.NEAREST, path -> path.getName(2).toString().equals("textures")));
assetTypeManager.registerCoreFormat(Texture.class, new PNGTextureFormat(Texture.FilterMode.LINEAR, path -> path.getName(2).toString().equals("fonts")));
assetTypeManager.registerCoreAssetType(Shader.class, (AssetFactory<Shader, ShaderData>) HeadlessShader::new, "shaders");
assetTypeManager.registerCoreAssetType(Material.class, (AssetFactory<Material, MaterialData>) HeadlessMaterial::new, "materials");
assetTypeManager.registerCoreAssetType(Mesh.class, (AssetFactory<Mesh, MeshData>) HeadlessMesh::new, "mesh");
assetTypeManager.registerCoreAssetType(SkeletalMesh.class, (AssetFactory<SkeletalMesh, SkeletalMeshData>) HeadlessSkeletalMesh::new, "skeletalMesh");
assetTypeManager.registerCoreAssetType(MeshAnimation.class, (AssetFactory<MeshAnimation, MeshAnimationData>) MeshAnimationImpl::new, "animations");
assetTypeManager.registerCoreAssetType(Atlas.class, (AssetFactory<Atlas, AtlasData>) Atlas::new, "atlas");
assetTypeManager.registerCoreAssetType(Subtexture.class, (AssetFactory<Subtexture, SubtextureData>) Subtexture::new);
assetTypeManager.switchEnvironment(context.get(ModuleManager.class).getEnvironment());
context.put(ModuleAwareAssetTypeManager.class, assetTypeManager);
context.put(AssetManager.class, assetTypeManager.getAssetManager());
return assetTypeManager.getAssetManager();
}
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