System manager for saving and accessing external texture resources. More...
#include <TextureAssets.h>
Detailed Description
System manager for saving and accessing external texture resources.
The TextureAssets is a singleton that allows the user to resuse saved external texture resources throughout their project.
Textures are saved via the Load() functions in the IonEngine::LoadResources() function. They can then be accessed by using the Get() functions and the associated key that the user defined upon loading.
Public Types | |
typedef std::string | TextureKey |
Static Public Member Functions | |
static void | Load (const TextureKey &Texture_Map_Key, const char *Texture_File_Path) |
Function saves a texture created from the desired path. More... | |
static void | Load (const TextureKey &Model_Map_Key) |
Function saves all textures from a loaded model. More... | |
static Texture * | Get (const TextureKey &Texture_Map_Key) |
Function returns texture pointer based off of the passed in key. More... | |
static Texture * | Get (const TextureKey &Model_Map_Key, int Texture_Number) |
Function returns texture pointer that is associated with a loaded Model. More... | |
Member Typedef Documentation
typedef std::string TextureAssets::TextureKey |
Typedef of an std::string for an easier to read name.
Member Function Documentation
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inlinestatic |
Function returns texture pointer based off of the passed in key.
This Get() function uses it's Texture_Map_Key parameter to search the texture map and return the texture saved under the same key string.
- Parameters
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Texture_Map_Key An std::string for use as a key to access the stored texture
- Returns
- Pointer to texture at stored key
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inlinestatic |
Function returns texture pointer that is associated with a loaded Model.
This Get() function uses it's Model_Map_Key parameter and Texture_Number parameter to grab a specific texture that is associated with a model.
NOTE: In order to use this function, the texture key that is stored MUST BE THE SAME as it's file name. The Load(const TextureKey& Model_Map_Key) function will automatically do this, but if the textures are indivudually loaded with keys that are different from their file names, then this function will not work.
- Parameters
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Model_Map_Key An std::string for use as a key to access the stored model. Texture_Number An integer to access the specified texture tied to the model.
- Returns
- pointer to texture
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inlinestatic |
Function saves a texture created from the desired path.
This Load() function creates and stores a texture pointer based off of the Texture_File_Path parameter. The Texture_Map_Key parameter is a key string for access later when using the Get() command.
NOTE: The file paths start within the "Assets" directory of the root project directory
- Parameters
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Texture_Map_Key An std::string for use as a storage key Texture_File_Path A char string to the file path (starting in the "Assets" directory)
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inlinestatic |
Function saves all textures from a loaded model.
This Load() function creates and stores a texture pointer based off of all the textures associated with a specified model. This function accesses the model via the ModelManager and the specified Model_Map_Key string. All textures loaded via this function will use the file name of the textures as the TextureKey string for later access.
Alternatively, the user can individually call the Load(const TextureKey& Texture_Map_Key, const char* Texture_File_Path) function multiple times in order to specify the key string name of each texture.
- Parameters
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Model_Map_Key An std::string for use as a key to access the stored model.