protot/3rdparty/RuntimeCompiledCpp/Systems/AssetSystem/AssetSystem.h

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//
// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
#pragma once
#ifndef ASSETSYSTEM_INCLUDED
#define ASSETSYSTEM_INCLUDED
#include "../IAssetSystem.h"
#include <map>
#include <string>
class AURenMesh;
class AssetSystem : public IAssetSystem
{
public:
AssetSystem( const char* AssetDirName_ );
virtual ~AssetSystem();
virtual IAURenderableMesh* CreateRenderableMeshFromFile( const char* pFilename );
virtual void DestroyRenderableMesh( IAURenderableMesh* pMesh );
virtual const char* GetAssetDirectory() const
{
return m_AssetDirectory.c_str();
}
private:
bool FindFile( std::string& filename );
typedef std::map<std::string, AURenMesh*> MESHMAP;
MESHMAP m_Meshes;
std::string m_AssetDirectory;
};
#endif //ASSETSYSTEM_INCLUDED