VoxelEngine/src/assets/Assets.hpp
2024-06-22 23:43:56 +03:00

55 lines
1.3 KiB
C++

#ifndef ASSETS_ASSETS_HPP_
#define ASSETS_ASSETS_HPP_
#include "../graphics/core/TextureAnimation.hpp"
#include <string>
#include <memory>
#include <functional>
#include <unordered_map>
#include <typeindex>
#include <typeinfo>
#include <vector>
class Assets;
namespace assetload {
/// @brief final work to do in the main thread
using postfunc = std::function<void(Assets*)>;
}
class Assets {
std::vector<TextureAnimation> animations;
using assets_map = std::unordered_map<std::string, std::shared_ptr<void>>;
std::unordered_map<std::type_index, assets_map> assets;
public:
Assets() {}
Assets(const Assets&) = delete;
~Assets();
const std::vector<TextureAnimation>& getAnimations();
void store(const TextureAnimation& animation);
template<class T>
void store(std::unique_ptr<T> asset, const std::string& name) {
assets[typeid(T)][name].reset(asset.release());
}
template<class T>
T* get(const std::string& name) const {
const auto& mapIter = assets.find(typeid(T));
if (mapIter == assets.end()) {
return nullptr;
}
const auto& map = mapIter->second;
const auto& found = map.find(name);
if (found == map.end()) {
return nullptr;
}
return static_cast<T*>(found->second.get());
}
};
#endif // ASSETS_ASSETS_HPP_