📄 texturebundle.h
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// --------------------------------------------------------------------------
// Dingus project - a collection of subsystems for game/graphics applications
// --------------------------------------------------------------------------
#ifndef __TEXTURE_BUNDLE_H
#define __TEXTURE_BUNDLE_H
#include "StorageResourceBundle.h"
#include "../kernel/Proxies.h"
#include "DeviceResource.h"
#include "../utils/Singleton.h"
namespace dingus {
class CTextureBundle : public CStorageResourceBundle<CD3DTexture>,
public CSingleton<CTextureBundle>,
public IDeviceReloadableBundle
{
public:
virtual void createResource();
virtual void activateResource();
virtual void passivateResource();
virtual void deleteResource();
protected:
virtual CD3DTexture* loadResourceById( const CResourceId& id, const CResourceId& fullName );
virtual void deleteResource( CD3DTexture& resource ) { delete &resource; }
private:
IMPLEMENT_SIMPLE_SINGLETON(CTextureBundle);
CTextureBundle();
virtual ~CTextureBundle() { clear(); };
IDirect3DTexture9* loadTexture( const CResourceId& id, const CResourceId& fullName ) const;
};
}; // namespace
/// Shortcut macro
#define RGET_TEX(rid) dingus::CTextureBundle::getInstance().getResourceById(rid)
#endif
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