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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 05:43:43 +00:00

Added some doxygen documentation to TextureEnumBase.h and TextureManager.h

This commit is contained in:
freezarite 2024-11-30 15:35:03 +01:00 committed by Benedikt Galbavy
parent cbd1993c20
commit 7dbcfe876c
3 changed files with 69 additions and 1 deletions

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@ -1,3 +1,18 @@
/*!
* \file Textures.h
* \brief Forward declaration of the \c Textures enum class.
*
* This file contains a forward declaration of the \c Textures enum class, which is used as a base
* class for texture identifiers in the engine. It allows developers to define their own set of texture
* types in their own implementation, providing flexibility in texture management within the engine.
*
* \details
* The \c Textures enum class is intended to be implemented by the developer within their own scope.
* This allows for customized texture entries to be defined based on the specific needs of the project.
* The base declaration ensures that the enum class can be referenced and used consistently throughout
* the engine while leaving the details of the texture identifiers up to the implementation.
*/
#pragma once
enum class Textures;

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@ -8,6 +8,22 @@
#include <vector>
#include "TextureEnumBase.h"
/*!
* \class TextureManager
* \brief A manager for loading, caching, and drawing textures.
*
* The `TextureManager` class is responsible for handling texture loading, caching,
* and rendering in the engine. It provides functions to add, load, and draw textures
* from files, as well as manage sprite sheets.
*
* It uses two caches: one for regular textures (`texture_cache`) and one for
* map tile textures (`mapTile_texture_cache`). This allows for efficient texture reuse
* and management across different parts of the game.
*
* \note Textures are identified by an enum class `Textures` which is user-defined.
* Developers are expected to define the texture types in their own implementation.
*/
class TextureManager
{
public:
@ -21,12 +37,50 @@ class TextureManager
}
}
/*!
* \brief Adds a single texture to the cache.
* \param texture The texture identifier.
* \param filePath The file path to the texture file.
*
* This function loads the texture from the specified file and stores it in
* the `texture_cache`. If loading the texture fails, an exception is thrown.
*/
void addSingleTexture(Textures texture, const char* filePath);
/*!
* \brief Adds multiple textures to the cache.
* \param textures A map of texture identifiers and corresponding file paths.
*
* This function iterates over the provided map of textures and loads each
* texture using `addSingleTexture`. It allows developers to add several
* textures at once.
*/
void addTextures(const std::map<Textures, const char*>& textures);
/*!
* \brief Loads a texture from the cache.
* \param texture The texture identifier.
* \return A pointer to the `SDL_Texture` if found, or `nullptr` if not found.
*
* This function looks up a texture in the `texture_cache` and returns the
* corresponding `SDL_Texture*`. If the texture is not found, it logs an error
* message and returns `nullptr`.
*/
SDL_Texture* loadTexture(Textures texture);
static std::vector<SDL_Rect> splitSpriteSheet(SDL_Texture* spriteSheet, int width, int height, int spritesOnSheet);
static void draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped = false);
/*!
* \brief Loads a map tile texture from the file system and caches it.
* \param path The file path to the texture.
* \return A pointer to the `SDL_Texture` representing the map tile.
*
* This function checks if the map tile texture is already cached. If not, it
* loads the texture from the file system and stores it in the cache.
*
* If loading fails, an exception is thrown with a descriptive error message.
* /todo should not be usable for the developer and only be accessed by the map class
*/
SDL_Texture* loadMapTileTexture(const char* path);
private:

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@ -4,7 +4,6 @@
#include <stdexcept>
#include <string>
#include <VEGO.h>
#include <linux/soundcard.h>
#include "GameInternal.h"