vectozavr-shooter/engine/ResourceManager.cpp

124 lines
3.3 KiB
C++
Executable File

//
// Created by Neirokan on 09.05.2020
//
#include "ResourceManager.h"
#include <map>
#include <memory>
#include <iostream>
namespace ResourceManager
{
namespace
{
std::map<std::string, std::shared_ptr<sf::Texture>> _textures;
std::map<std::string, std::shared_ptr<sf::Font>> _fonts;
std::map<std::string, std::shared_ptr<sf::SoundBuffer>> _soundBuffers;
std::map<std::string, std::shared_ptr<sf::Shader>> _shaders;
}
void unloadTextures()
{
for (auto & _texture : _textures)
_texture.second.reset();
_textures.clear();
}
void unloadSoundBuffers()
{
for (auto & _soundBuffer : _soundBuffers)
_soundBuffer.second.reset();
_soundBuffers.clear();
}
void unloadFonts() {
for (auto & _font : _fonts)
_font.second.reset();
_fonts.clear();
}
void unloadShaders() {
for (auto& shader : _shaders)
shader.second.reset();
_shaders.clear();
}
void unloadAllResources()
{
unloadTextures();
unloadSoundBuffers();
unloadFonts();
unloadShaders();
}
std::shared_ptr<sf::Texture> loadTexture(const std::string& filename)
{
// If texture is already loaded - return pointer to it
auto it = _textures.find(filename);
if (it != _textures.end())
return it->second;
// Otherwise - try to load it. If failure - return zero
std::shared_ptr<sf::Texture> texture(new sf::Texture);
if (!texture->loadFromFile(filename))
return nullptr;
// If success - remember and return texture pointer
texture->setRepeated(true);
_textures.emplace(filename, texture);
return texture;
}
std::shared_ptr<sf::SoundBuffer> loadSoundBuffer(const std::string& filename)
{
// If sound buffer is already loaded - return pointer to it
auto it = _soundBuffers.find(filename);
if (it != _soundBuffers.end())
return it->second;
// Otherwise - try to load it. If failure - return zero
std::shared_ptr<sf::SoundBuffer> soundBuffer(new sf::SoundBuffer);
if (!soundBuffer->loadFromFile(filename))
return nullptr;
// If success - remember and return texture pointer
_soundBuffers.emplace(filename, soundBuffer);
return soundBuffer;
}
std::shared_ptr<sf::Font> loadFont(const std::string& filename) {
// If font is already loaded - return pointer to it
auto it = _fonts.find(filename);
if (it != _fonts.end())
return it->second;
// Otherwise - try to load it. If failure - return zero
std::shared_ptr<sf::Font> font(new sf::Font);
if (!font->loadFromFile(filename))
return nullptr;
// If success - remember and return texture pointer
_fonts.emplace(filename, font);
return font;
}
std::shared_ptr<sf::Shader> loadShader(const std::string& filename, sf::Shader::Type type) {
// If Shader is already loaded - return pointer to it
auto it = _shaders.find(filename);
if (it != _shaders.end())
return it->second;
// Otherwise - try to load it. If failure - return zero
std::shared_ptr<sf::Shader> shader(new sf::Shader);
if (!shader->loadFromFile(filename, type))
return nullptr;
// If success - remember and return texture pointer
_shaders.emplace(filename, shader);
return shader;
}
}