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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-14 14:06:18 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-14 14:06:18 +0100
commit431b0bd7c6c502b42bb5be5488371d8c475e7024 (patch)
treee077fe2365f3d441c2201f7cb3ab38920bf2b3ae /src/crepe/api/AssetManager.h
parent07adbf48e0781cd8c95983c1871a84b6160ee5bf (diff)
move some shit around
Diffstat (limited to 'src/crepe/api/AssetManager.h')
-rw-r--r--src/crepe/api/AssetManager.h65
1 files changed, 0 insertions, 65 deletions
diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h
deleted file mode 100644
index 86a9902..0000000
--- a/src/crepe/api/AssetManager.h
+++ /dev/null
@@ -1,65 +0,0 @@
-#pragma once
-
-#include <any>
-#include <memory>
-#include <string>
-#include <unordered_map>
-
-namespace crepe {
-
-/**
- * \brief The AssetManager is responsible for storing and managing assets over
- * multiple scenes.
- *
- * The AssetManager ensures that assets are loaded once and can be accessed
- * across different scenes. It caches assets to avoid reloading them every time
- * a scene is loaded. Assets are retained in memory until the AssetManager is
- * destroyed, at which point the cached assets are cleared.
- */
-class AssetManager {
-
-private:
- //! A cache that holds all the assets, accessible by their file path, over multiple scenes.
- std::unordered_map<std::string, std::any> asset_cache;
-
-private:
- AssetManager();
- virtual ~AssetManager();
-
-public:
- AssetManager(const AssetManager &) = delete;
- AssetManager(AssetManager &&) = delete;
- AssetManager & operator=(const AssetManager &) = delete;
- AssetManager & operator=(AssetManager &&) = delete;
-
- /**
- * \brief Retrieves the singleton instance of the AssetManager.
- *
- * \return A reference to the single instance of the AssetManager.
- */
- static AssetManager & get_instance();
-
-public:
- /**
- * \brief Caches an asset by loading it from the given file path.
- *
- * \param file_path The path to the asset file to load.
- * \param reload If true, the asset will be reloaded from the file, even if
- * it is already cached.
- * \tparam T The type of asset to cache (e.g., texture, sound, etc.).
- *
- * \return A shared pointer to the cached asset.
- *
- * This template function caches the asset at the given file path. If the
- * asset is already cached and `reload` is false, the existing cached version
- * will be returned. Otherwise, the asset will be reloaded and added to the
- * cache.
- */
- template <typename T>
- std::shared_ptr<T> cache(const std::string & file_path,
- bool reload = false);
-};
-
-} // namespace crepe
-
-#include "AssetManager.hpp"