feat: Divided resource.cpp file into resource.hpp and resource.inl

This commit is contained in:
PolishPigeon 2022-01-22 11:37:35 +01:00
parent 983dafa3a0
commit 5ec8a86b02
5 changed files with 31 additions and 22 deletions

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@ -4,7 +4,7 @@
#include <vector>
#include <SFML/Graphics.hpp>
#include "constants.hpp"
#include "resources.cpp"
#include "resources.hpp"
#include "basic.cpp"

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@ -0,0 +1,27 @@
#ifndef RESOURCES_HPP
#define RESOURCES_HPP
#include <assert.h>
// Mostly Chapter 2
// Handles resource management
namespace Textures // This gives us a scope for the enumerators which allows us to write Textures::Airplane instead of just Airplane to avoid name collisions in the global scope
{
enum ID { Landscape, Airplane, Missile };
}
class TextureHolder
{
public:
void load(Textures::ID id, const std::string& filename);
sf::Texture& get(Textures::ID id);
const sf::Texture& get(Textures::ID id) const;
private:
std::map< Textures::ID, std::unique_ptr<sf::Texture> > mTextureMap;
// unique_ptr are class templates that act like pointers, this allows us to work with heavyweight objects without copying them all the time, or we can store classes that are non-cpyable like sf::Shader
};
#include "resources.inl"
#endif // RESOURCES_HPP

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@ -1,24 +1,6 @@
#ifndef RESOURCES_CPP
#define RESOURCES_CPP
#ifndef RESOURCES_INL
#define RESOURCES_INL
#include <assert.h>
// Mostly Chapter 2
// Handles resource management
namespace Textures // This gives us a scope for the enumerators which allows us to write Textures::Airplane instead of just Airplane to avoid name collisions in the global scope
{
enum ID { Landscape, Airplane, Missile };
}
class TextureHolder
{
public:
void load(Textures::ID id, const std::string& filename);
sf::Texture& get(Textures::ID id);
const sf::Texture& get(Textures::ID id) const;
private:
std::map< Textures::ID, std::unique_ptr<sf::Texture> > mTextureMap;
// unique_ptr are class templates that act like pointers, this allows us to work with heavyweight objects without copying them all the time, or we can store classes that are non-cpyable like sf::Shader
};
void TextureHolder::load(Textures::ID id, const std::string& filename)
// Function to load a resource, it takes one parameter for filename and one for identifier
@ -45,4 +27,4 @@ const sf::Texture& TextureHolder::get(Textures::ID id) const // we need to be ab
return *found -> second; // We have to access the second member of the pointer, then we deference it and get a texture
}
#endif //RESOUIRCES_CPP
#endif // RESOURCES_INL