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#pragma once
#include <memory>
#include <unordered_map>
#include "api/Asset.h"
#include "Component.h"
#include "Resource.h"
namespace crepe {
/**
* \brief The ResourceManager is responsible for storing and managing assets over
* multiple scenes.
*
* The ResourceManager 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 ResourceManager is
* destroyed, at which point the cached assets are cleared.
*/
class ResourceManager {
public:
ResourceManager(); // dbg_trace
virtual ~ResourceManager(); // dbg_trace
private:
template <typename Resource>
Resource & get_internal(const Component & component, const Asset & asset);
template <typename Resource>
const Asset & get_source(const Component & component) const;
//! A cache that holds all the assets, accessible by their file path, over multiple scenes.
std::unordered_map<const Asset, std::unique_ptr<Resource>> resources;
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 reference to the resource
*
* This template function caches the asset at the given file path. If the
* asset is already cached, the existing instance will be returned.
* Otherwise, the concrete resource will be instantiated and added to the
* cache.
*/
template <typename Resource>
void cache(const Asset & asset, bool persistent = false);
template <typename Component>
void cache(const Component & component, bool persistent = false);
// void resman.cache<Resource>(Asset, Lifetime);
// void resman.cache(Component, Asset, Lifetime);
template <typename Resource, typename Component>
Resource & get(const Component & component);
//! Clear the resource cache
void clear();
};
class Sound;
class AudioSource;
template <>
Sound & ResourceManager::get(const AudioSource & component);
} // namespace crepe
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