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#ifndef RESOURCE_MANAGER_CLASS
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#define RESOURCE_MANAGER_CLASS
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include <glm/glm.hpp>
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class Texture;
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class Font;
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class MeshData;
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// Owns every texture and font, so each file only loads once however many things use it.
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// Sounds are cached by SoundSystem, rigs and animations by CharacterManager.
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class ResourceManager {
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public:
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ResourceManager() {}
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~ResourceManager(); // needs the GL context, delete this before the window
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ResourceManager(const ResourceManager&) = delete;
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// Returns nullptr and logs it if the file can't be loaded
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Texture* GetTexture(const std::string& path);
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Font* GetFont(const std::string& path);
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// Every mesh in a model file merged into one, in the file's own units. nullptr if it can't be read.
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const MeshData* GetMeshData(const std::string& path);
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// Just the meshes on the object called name in a model file, around that object's own origin rather than
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// where the file placed it. For pieces meant to be attached to something, like a weapon on a hand.
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const MeshData* GetMeshData(const std::string& path, const std::string& name);
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// The base color texture of the first material in a model file that has one, embedded in it or in a file
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// beside it. nullptr if it has none.
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Texture* GetModelTexture(const std::string& path);
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// Where the object called name sits in a model file, like an empty marking a gun's muzzle, in the same space
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// GetMeshData(path) puts the model in. False if the file has nothing called that.
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bool GetModelMarker(const std::string& path, const std::string& name, glm::mat4& transform);
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// Not cached, every call makes a new texture that's free to be edited
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Texture* CreateTexture(int width, int height);
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Texture* CopyTexture(const Texture& source);
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private:
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std::unordered_map<std::string, Texture*> textures;
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std::unordered_map<std::string, Font*> fonts;
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std::unordered_map<std::string, MeshData*> meshes;
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std::unordered_map<std::string, std::pair<bool, glm::mat4>> markers; // found or not, and where
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std::vector<Texture*> createdTextures;
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};
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#endif
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