55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
#pragma once
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#include <filesystem>
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#include <fstream>
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#include <functional>
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#include <sstream>
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#include <string>
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#include <map>
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#include "asset.h"
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namespace engineapi
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{
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class AssetManager
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{
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public:
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struct AssetWrap {
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Asset& asset;
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uint32_t count;
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AssetWrap(Asset& asset): asset(asset),count(0) {
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}
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};
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private:
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std::map<const std::string, AssetWrap> mAssetMap;
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public:
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template<typename TAsset>
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TAsset* LoadAsset(const std::string& asset_url,uint32_t flags)
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{
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std::filesystem::path asset_path = getFullPath(asset_url);
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auto it = mAssetMap.find(asset_path.string());
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if (it != mAssetMap.end()) {
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if (it->second.asset.IsShared()) {
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return &(it->second.asset);
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}
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if (it->second.asset.IsCopyed()) {
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TAsset* asset = new TAsset(asset_path.string(), flags);
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*asset = it->second.asset;
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return asset;
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}
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}
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TAsset* asset = new TAsset(asset_path.string(), flags);
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if (asset->IsShared() || asset->IsCopyed()) {
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mAssetMap.emplace(asset_path.string(), *asset);
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}
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if (asset->IsAsync()) {
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//todo: AsyncLoad
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asset->SyncLoad();
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}
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else {
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asset->SyncLoad();
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}
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return asset;
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}
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std::filesystem::path getFullPath(const std::string& relative_path) const;
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};
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}
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