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Using CoreResMgr and ResMgr and ResLoader - (Game Resource Management)

Using CoreResMgr and ResMgr and ResLoader

Implementing ResLoader. All that is needed to be done is inherit ResLoader and override the load method.

#include "ResourceManager"

class FontResLoader :public kege::res::ResLoader< gfx::FontSheet >
{
public:
    
    gfx::FontSheet * Load(const LoaderContext& info, kege::ds::astring const& filename);
    FontResLoader();
};

Overriding the load method is don't like so.


gfx::FontSheet * FontResLoader::Load(const LoaderContext&amp; context, kege::ds::astring const&amp; filename)
{
    // use the resumer member var pointer to create the new a font resource asset
    gfx::FontSheet * font = resmgr-&gt;Create(context.name);
    if ( !font ) return font;

    // since my font class has a load function to i use it to load the filename
    if( !font-&gt;Load(filename.c_str()) )
    {
        resmgr-&gt;Delete(context.name);
        return nullptr;
    }
    // then i use the context data to set the font name
    font-&gt;SetName(context.name);
    font-&gt;SetSID(context.name);
    return font;
}

FontResLoader::FontResLoader()
:   res::ResLoader&lt; gfx::FontSheet &gt;("font")
{}
creating a resource.
CoreResMgr  cormgr;
ResMgr<Font> * resmgr  = cormgr.CreateResMgr< Font >(new res::FontResLoader);
loading a resource.
resmgr->Load(nullptr, "~/font/monaco.font");
what would happen if we load the same font more than once? 
  1. Would a new font get loaded with the same name.
  2. Will the font that already exist get return.
resmgr->Load(nullptr, "~/font/monaco.font");
resmgr->Load(nullptr, "~/font/monaco.font");

answer. 
  1. the font that already exist will get returned. objects should not be loaded if it was already loaded before. this is what a resource manager suppose to do.
retrieving a resource.
Font * font = resmgr->Get(nullptr, "monaco.font");
deleting a resource.
resmgr->Delete("monaco.font");
THE END

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Definition: MANAGER:

classManager{public:virtualvoidDestroy()=0;virtual~Manager(){}public:ds::astringname;};
Manager member variables:
ds::astring name;
nameis the name of the  resource manager.

Definition: RESOURCE-MANAGER:
template<classAsset>classResourceManager:publicManager{typedefbool(*DeleteAssetFuncPtr)(Asset*asset);DeleteAssetFuncPtrDeleteAssetFunc;public:typedefds::dlist<ResourceLoader<Asset>*>ResourceLoaders;typedefstd::map<ds::astring,ResourceLoaders*>ResourceLoaderMap;typedefds::dlist<Resource<Asset>*>AssetList;typedefstd::map<ds::astring,AssetList*>AssetMap;public:voidAddLoader(ResourceLoader<Asset>*resource_loader);ResourceLoader<Asset>*GetLoader(ds::astringconst&file_ext);AssetList*GetResourceList(ds::astringconst&name);Asset*A

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@Noteds::dlist is my own custom linked list. std::vector can be used instead.  @Note ds::astring is my own custom string. std::string can be used instead.
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#include “dlist.hpp” #include “charstr.hpp”

Definition: RESOURCE:

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46template<classAsset>classResMgr;template<classAsset>classResource{friendres::ResMgr<Asset>;public:Asset*object;voidSetLoaded(boolvalue){isloaded=value;}boolGetLoaded()const{returnisloaded;}ds::astringconst&GetName()const{returnisloaded;}intGetReferenceCount()const{returnreference_counter;}private:Resource(ds::astringconst&name):object(nullptr),reference_counter(0),name(name),isloaded(false){}~Resource(){}private:intreference_counter;ds::astringname;boolisloaded;};
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