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📄 resourcemgr.h

📁 吃豆子游戏源码
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/**
 *	File	:	ResourceMgr.h
 *  Author	:	Kevin Lynx
 *	Date	:	2007/8/1
 */
#ifndef	_RESOURCE_MGR_H_
#define _RESOURCE_MGR_H_

#include "Singleton.h"

/**
 * ResourceMgr
 *
 * manage all the common resources( meshes, textures, etc ) and maintain them
 */
class ResourceMgr : public Singleton<ResourceMgr>
{
public:
	/**
	 * billboard animation type
	 *
	 */
	enum
	{
		EXP_STONE = 0,
		EXP_HURT_SPRITE,
		EXP_RES_COUNT
	};

public:
    /** 
	 * Constructor
	 *
	 */
	ResourceMgr( IrrlichtDevice *device );

    /**
  	 * Destructor
	 *
	 */
	~ResourceMgr();

	/**
	 * load
	 *
	 * it will load all the common resources
	 */
	bool	load();

	/**
	 * free
	 *
	 * free all the common resources
	 */
	void	free();

	/** 
	 * getTextureGroup
	 *
	 * there are many groups of textures, you can use a group textures
	 * to create a texture animator, and you can use getLastTexture
	 * to get the last texture element of one group
	 */
	array<ITexture*> &getTextureGroup( int expType );

	/**
	 * getLastTexture
	 *
	 */
	ITexture *getLastTexture( int expType );

private:
	IrrlichtDevice *mDevice;

public:
	/// public resourcs that you can access directly
	IAnimatedMesh	*mBulletMesh;
	IAnimatedMesh	*mBeanMesh;
	
	IAnimatedMesh	*mPacMesh;
	ITexture		*mPacTexture;

	array<ITexture*> mExpTexture[EXP_RES_COUNT];

	ITexture		*mSkyboxText;
	IGUIFont		*mBigFont;
	IGUIFont		*mNormalFont;
	ITexture		*mLifeSign;
	ITexture		*mScoreSign;
	ITexture		*mClockSign;
	ITexture		*mBeanSign;

	ITexture		*mGameOver;
	ITexture		*mLevelClear;
	ITexture		*mTimeOut;

	ITexture		*mGUIButtonS;
	ITexture		*mGUIButtonP;
	ITexture		*mGUIMainBack;

	ITexture		*mGUITV1;
	ITexture		*mGUITV2;
	ITexture		*mGUITV3;

	ITexture		*mGUITV_Noise1;
	ITexture		*mGUITV_Noise2;
	ITexture		*mGUITV_Noise3;

	ITexture		*mGUIHelp;

	ITexture		*mGUICursor;
	ITexture		*mGUIBlankBack;

	ITexture		*mGUILogo;

};

#endif // end _RESOURCE_MGR_H_

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