📄 sharedtexturebundle.h
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// --------------------------------------------------------------------------
// Dingus project - a collection of subsystems for game/graphics applications
// --------------------------------------------------------------------------
#ifndef __SHARED_TEXTURE_BUNDLE_H
#define __SHARED_TEXTURE_BUNDLE_H
#include "SharedResourceBundle.h"
#include "TextureCreator.h"
#include "../kernel/Proxies.h"
#include "DeviceResource.h"
#include "../utils/Singleton.h"
namespace dingus {
class CSharedTextureBundle : public CSharedResourceBundle<CD3DTexture,ITextureCreator::TSharedPtr>,
public CSingleton<CSharedTextureBundle>,
public IDeviceResource
{
public:
void registerTexture( CResourceId const& id, const ITextureCreator::TSharedPtr& creator );
virtual void createResource();
virtual void activateResource();
virtual void passivateResource();
virtual void deleteResource();
protected:
virtual void deleteResource( CD3DTexture& resource ) { delete &resource; }
private:
IMPLEMENT_SIMPLE_SINGLETON(CSharedTextureBundle);
CSharedTextureBundle() { };
virtual ~CSharedTextureBundle() { clear(); };
};
}; // namespace
/// Shortcut macro
#define RGET_S_TEX(rid) dingus::CSharedTextureBundle::getInstance().getResourceById(rid)
#endif
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