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#ifndef OPENMB_APPS_OPENMB_RENDERER_TEXTUREMANAGER_H
#define OPENMB_APPS_OPENMB_RENDERER_TEXTUREMANAGER_H

#include "Texture.hpp"

#include <filesystem>
#include <map>
#include <string>
#include <vector>

namespace renderer {

class TextureManager {
  public:
    TextureManager();
    ~TextureManager() = default;

    void scanDirectory( const std::string& basePath );

    std::vector<std::string> getCategories() const;

    std::vector<std::string> getSubcategories( const std::string& category ) const;

    std::vector<std::string> getTextureNames( const std::string& category, const std::string& subcategory ) const;

    Texture* getTexture( const std::string& category, const std::string& subcategory,
                         const std::string& textureName );

    Texture* getCurrentTexture();

    void setCurrentTexture( const std::string& category, const std::string& subcategory,
                            const std::string& textureName );

    const std::string& getCurrentCategory () const { return mCurrentCategory; }
    const std::string& getCurrentSubcategory () const { return mCurrentSubcategory; }
    const std::string& getCurrentTextureName () const { return mCurrentTextureName; }

    int getCurrentTextureId() const;

    Texture* getTextureById( int textureId );

  private:
    struct TextureEntry {
        std::string mFullPath;
        Texture     mTexture;
        bool        mLoaded;
    };

    std::string mBasePath;

    std::map<std::string, std::map<std::string, std::map<std::string, TextureEntry>>> mTextures;

    std::string mCurrentCategory;
    std::string mCurrentSubcategory;
    std::string mCurrentTextureName;
    Texture*    mCurrentTexture;
    int         mCurrentTextureId;

    std::map<int, std::tuple<std::string, std::string, std::string>> mTextureIdToPath;
    int                                                              mNextTextureId;
};
}   // namespace renderer

#endif