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reworking textures, RenderStructs, and adding an AssetManager
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,18 @@ | ||
#include "dnpch.h" | ||
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#include "AssetManager.h" | ||
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namespace Duin | ||
{ | ||
AssetManager::AssetManager() | ||
{ | ||
} | ||
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AssetManager::~AssetManager() | ||
{ | ||
} | ||
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void AssetManager::LoadTexture(const char* texturePath) | ||
{ | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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#pragma once | ||
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#include "Duin/Core/Core.h" | ||
#include "Duin/Core/UUID.h" | ||
#include "Duin/Core/Structures/RenderStructs.h" | ||
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#include "RLImGuiComponent.h" | ||
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#include <unordered_map> | ||
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namespace Duin | ||
{ | ||
class DUIN_API AssetManager | ||
{ | ||
public: | ||
AssetManager(); | ||
~AssetManager(); | ||
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void LoadTexture(const char* texturePath); | ||
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private: | ||
std::unordered_map<UUID, std::shared_ptr<Texture>> textureMap; | ||
}; | ||
} |
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Original file line number | Diff line number | Diff line change |
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#pragma once | ||
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#include "Duin/Core/Core.h" | ||
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namespace Duin | ||
{ | ||
class DUIN_API Particle2D | ||
{ | ||
public: | ||
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}; | ||
} |
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