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TextureManager.h
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TextureManager.h
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#pragma once
#include <vector>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/System/Vector2.hpp>
namespace GameEngine
{
//TODO - if needed, move out of Engine part to some sort of loader on the game side of things
namespace eTexture
{
enum type
{
None = -1,
Player = 0,
Tileset,
BG,
Particles,
Count,
};
}
inline const char* GetPath(eTexture::type texture)
{
switch (texture)
{
case eTexture::Player: return "player.png";
case eTexture::Tileset: return "tileset.png";
case eTexture::BG: return "bg.png";
case eTexture::Particles: return "particles.png";
default: return "UnknownTexType";
}
}
class TextureManager
{
public:
static TextureManager* GetInstance() { if (!sm_instance) sm_instance = new TextureManager(); return sm_instance; }
~TextureManager();
void LoadTextures();
void UnLoadTextures();
sf::Texture* GetTexture(eTexture::type texture) const { return m_textures[(int)texture]; }
private:
TextureManager();
static TextureManager* sm_instance;
sf::Texture* m_textures[eTexture::Count];
};
}
namespace TextureHelper
{
sf::Vector2f GetTextureTileSize(GameEngine::eTexture::type texture);
}