mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 23:33:41 +00:00
91 lines
3.2 KiB
C++
91 lines
3.2 KiB
C++
#pragma once
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#include "ECS.h"
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#include "SDL3/SDL_surface.h"
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#include <SDL3/SDL_render.h>
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#include <map>
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#include <memory>
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#include <string>
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#include <vector>
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#include "Textures.h"
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/*!
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* \class TextureManager
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* \brief A manager for loading, caching, and drawing textures.
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*
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* The `TextureManager` class is responsible for handling texture loading, caching,
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* and rendering in the engine. It provides functions to add, load, and draw textures
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* from files, as well as manage sprite sheets.
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*
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* \sa Textures are used to identify textures within the engine.
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* It is expected that they are implemented within the games scope.
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*/
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class TextureManager
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{
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public:
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TextureManager(Manager* manager) : manager(manager) {}
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~TextureManager() {
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for (auto& it : this->texture_cache) {
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SDL_DestroyTexture(it.second);
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}
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for (auto& it : this->mapTile_texture_cache) {
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SDL_DestroyTexture(it.second);
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}
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}
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/*!
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* \brief Adds a single texture to the cache.
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* \param texture The texture identifier.
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* \param filePath The file path to the texture file.
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* \throws std::runtime_error Is thrown if the texture could not be loaded correctly
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*
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* This function loads the texture from the specified file and stores it in
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* a cache.
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*/
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void addSingleTexture(Textures texture, const char* filePath);
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/*!
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* \brief Adds multiple textures to the cache.
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* \param textures A map of texture identifiers and corresponding file paths.
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*
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* This function iterates over the provided map of textures and loads each
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* texture using `addSingleTexture`. It allows for several
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* textures to be added at once.
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*/
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void addTextures(const std::map<Textures, const char*>& textures);
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/*!
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* \brief Loads a texture from the cache.
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* \param texture The texture identifier.
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* \return A pointer to the `SDL_Texture` if found, or `nullptr` if not found.
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*
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* This function looks up a texture within the cache and returns the
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* corresponding `SDL_Texture*`. If the texture is not found, it logs an error
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* message and returns `nullptr`.
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*/
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SDL_Texture* loadTexture(Textures texture);
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static std::vector<SDL_Rect> splitSpriteSheet(SDL_Texture* spriteSheet, int width, int height, int spritesOnSheet);
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static void draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_FRect src, SDL_FRect dest, bool flipped = false);
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void setScaleMode(SDL_ScaleMode scaleMode) { this->scaleMode = scaleMode; }
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/*!
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* \brief Loads a map tile texture from the file system and caches it.
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* \param path The file path to the texture.
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* \return `SDL_Texture*` representing the map tile.
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* \throws std::runtime_error Is thrown if the texture could not be loaded correctly
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*
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* This function checks if the map tile texture is already cached. If not, it
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* loads the texture from the file system and stores it in the cache.
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*
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* \todo should not be usable for the developer and only be accessed by the map class
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*/
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SDL_Texture* loadMapTileTexture(const char* path);
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private:
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SDL_ScaleMode scaleMode = SDL_SCALEMODE_NEAREST;
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Manager* manager;
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std::map<Textures, SDL_Texture*> texture_cache;
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std::map<std::string, SDL_Texture*> mapTile_texture_cache;
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}; |