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#ifndef ASSETS_ASSETS_HPP_
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#define ASSETS_ASSETS_HPP_
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#include "../graphics/core/TextureAnimation.hpp"
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#include <string>
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#include <memory>
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#include <functional>
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#include <unordered_map>
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#include <vector>
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class Texture;
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class Shader;
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class Font;
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class Atlas;
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class Assets;
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class UiDocument;
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namespace audio {
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class Sound;
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}
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namespace assetload {
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/// @brief final work to do in the main thread
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using postfunc = std::function<void(Assets*)>;
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}
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class Assets {
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std::unordered_map<std::string, std::shared_ptr<Texture>> textures;
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std::unordered_map<std::string, std::shared_ptr<Shader>> shaders;
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std::unordered_map<std::string, std::shared_ptr<Font>> fonts;
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std::unordered_map<std::string, std::shared_ptr<Atlas>> atlases;
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std::unordered_map<std::string, std::shared_ptr<UiDocument>> layouts;
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std::unordered_map<std::string, std::shared_ptr<audio::Sound>> sounds;
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std::vector<TextureAnimation> animations;
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public:
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Assets() {}
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Assets(const Assets&) = delete;
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~Assets();
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Texture* getTexture(std::string name) const;
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void store(Texture* texture, std::string name);
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Shader* getShader(std::string name) const;
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void store(Shader* shader, std::string name);
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Font* getFont(std::string name) const;
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void store(Font* font, std::string name);
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Atlas* getAtlas(std::string name) const;
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void store(Atlas* atlas, std::string name);
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audio::Sound* getSound(std::string name) const;
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void store(audio::Sound* sound, std::string name);
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const std::vector<TextureAnimation>& getAnimations();
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void store(const TextureAnimation& animation);
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UiDocument* getLayout(std::string name) const;
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void store(UiDocument* layout, std::string name);
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};
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#endif // ASSETS_ASSETS_HPP_
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