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Ult3D
Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod
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#include <ResourceManager.h>
Public Member Functions | |
| ResourceManager (int hashSize=0) | |
| virtual | ~ResourceManager () |
| bool | Create (A *res, const char *name, HANDLE *handle) |
| void | Release (HANDLE &handle) |
| int | GetRegisteredIndex (const char *name) |
| A * | GetResource (const HANDLE &handle) |
| int | GetSize () |
| std::vector< A * > * | GetObjects () |
Central storage location for all objects of type A.
| Ult::ResourceManager< A, HANDLE >::ResourceManager | ( | int | hashSize = 0 | ) |
ResourceManager constructor with optional HashTable size.
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virtual |
ResourceManger destructor.
| bool Ult::ResourceManager< A, HANDLE >::Create | ( | A * | res, |
| const char * | name, | ||
| HANDLE * | handle ) |
Store and create a handle to the allocated A instance.
| res | Pointer to the object to store. Will be freed by the ResourceManager either on ResourceManager's destructor or a call to Release. |
| name | Optional string to use for the object's storage in the hash table. Can be used to obtain the accessor index from GetRegisteredIndex. |
| handle | Result output handle to the A object. |
| std::vector< A * > * Ult::ResourceManager< A, HANDLE >::GetObjects | ( | ) |
Get all of the objects stored in this manager.
| int Ult::ResourceManager< A, HANDLE >::GetRegisteredIndex | ( | const char * | name | ) |
Find the accessor index of the object with the given input hash name.
| A * Ult::ResourceManager< A, HANDLE >::GetResource | ( | const HANDLE & | handle | ) |
Get a pointer to the A instance given by the input handle.
| int Ult::ResourceManager< A, HANDLE >::GetSize | ( | ) |
Returns the number of objects in this manager.
| void Ult::ResourceManager< A, HANDLE >::Release | ( | HANDLE & | handle | ) |
Free the object given by the input handle.