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feat: Generalizing resource handling
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@ -26,13 +26,13 @@ class Game
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bool mIsMovingDown = false;
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private:
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sf::RenderWindow mWindow;
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TextureHolder mTexture;
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ResourceHolder<sf::Texture, Textures::ID> mTexture;
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sf::Sprite mPlayer;
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};
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Game::Game() : mWindow(sf::VideoMode(640, 480), "SFML Application"), mTexture(), mPlayer()
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{
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//TextureHolder textures;
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//ResourceHolder textures;
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mTexture.load(Textures::Airplane, PATH_TO_PLAYER_TEXTURE);
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mPlayer.setTexture(mTexture.get(Textures::Airplane));
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@ -9,14 +9,15 @@ namespace Textures // This gives us a scope for the enumerators which allows us
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enum ID { Landscape, Airplane, Missile };
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}
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class TextureHolder
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template <typename Resource, typename Identifier>
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class ResourceHolder
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{
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public:
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void load(Textures::ID id, const std::string& filename);
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sf::Texture& get(Textures::ID id);
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const sf::Texture& get(Textures::ID id) const;
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void load(Identifier id, const std::string& filename);
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Resource& get(Identifier id);
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const Resource& get(Identifier id) const;
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private:
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std::map< Textures::ID, std::unique_ptr<sf::Texture> > mTextureMap;
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std::map< Identifier, std::unique_ptr<Resource> > mResourceMap;
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// 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
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};
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@ -1,29 +1,31 @@
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#ifndef RESOURCES_INL
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#define RESOURCES_INL
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void TextureHolder::load(Textures::ID id, const std::string& filename)
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template <typename Resource, typename Identifier>
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void ResourceHolder<Resource, Identifier>::load(Identifier id, const std::string& filename)
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// Function to load a resource, it takes one parameter for filename and one for identifier
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{
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std::unique_ptr<sf::Texture> texture(new sf::Texture()); // Create sf:Texture and store it in the unique pointer
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std::unique_ptr<Resource> texture(new Resource()); // Create sf:Texture and store it in the unique pointer
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if(!texture -> loadFromFile(filename))// Load the texture from the filename
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{
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throw std::runtime_error(TEXTURE_LOAD_ERROR + filename);
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}
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auto inserted = mTextureMap.insert(std::make_pair(id, std::move(texture))); // Insert texture into map mTextureMap, std::move used to take ownership from texture variable and transfer it to std::make_pair(), std::move moves the resource into a new place and removes it from earlier place https://en.cppreference.com/w/cpp/utility/move
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auto inserted = mResourceMap.insert(std::make_pair(id, std::move(texture))); // Insert texture into map mResourceMap, std::move used to take ownership from texture variable and transfer it to std::make_pair(), std::move moves the resource into a new place and removes it from earlier place https://en.cppreference.com/w/cpp/utility/move
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assert(inserted.second);
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}
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sf::Texture& TextureHolder::get(Textures::ID id) // returns a reference to a texture
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template <typename Resource, typename Identifier>
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Resource& ResourceHolder<Resource, Identifier>::get(Identifier id) // returns a reference to a texture
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{
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auto found = mTextureMap.find(id); // find returns an iterator to the found element or end() if nothing was found
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assert(found != mTextureMap.end());
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auto found = mResourceMap.find(id); // find returns an iterator to the found element or end() if nothing was found
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assert(found != mResourceMap.end());
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return *found -> second; // We have to access the second member of the pointer, then we deference it and get a texture
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}
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const sf::Texture& TextureHolder::get(Textures::ID id) const // we need to be able to invoke get() also if we only have a pointer/reference to the const TextureHolder, it returns const sf::Texture so the texture cannot be changed by caller
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template <typename Resource, typename Identifier>
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const Resource& ResourceHolder<Resource, Identifier>::get(Identifier id) const // we need to be able to invoke get() also if we only have a pointer/reference to the const ResourceHolder<Resource, Identifier>, it returns const Resource so the texture cannot be changed by caller
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{
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auto found = mTextureMap.find(id); // find returns an iterator to the found element or end() if nothing was found
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auto found = mResourceMap.find(id); // find returns an iterator to the found element or end() if nothing was found
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return *found -> second; // We have to access the second member of the pointer, then we deference it and get a texture
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}
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