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#pragma once
#include <memory>
#include <unordered_map>
#include "Asset.h"
#include "Resource.h"
namespace crepe {
class Sound;
/**
* \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 {
private:
//! 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;
private:
ResourceManager(); // dbg_trace
virtual ~ResourceManager(); // dbg_trace
ResourceManager(const ResourceManager &) = delete;
ResourceManager(ResourceManager &&) = delete;
ResourceManager & operator=(const ResourceManager &) = delete;
ResourceManager & operator=(ResourceManager &&) = delete;
public:
/**
* \brief Retrieves the singleton instance of the ResourceManager.
*
* \return A reference to the single instance of the ResourceManager.
*/
static ResourceManager & 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>
T & cache(const Asset & asset);
/**
* \brief Clear the resource cache
*/
void clear();
};
} // namespace crepe
#include "ResourceManager.hpp"
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