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#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"
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