Files
combattest/ResourceManager.h
2026-11-08 07:45:01 -05:00

54 lines
2.1 KiB
C++

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