// // 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 #include 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 MESHMAP; MESHMAP m_Meshes; std::string m_AssetDirectory; }; #endif //ASSETSYSTEM_INCLUDED