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#include "assetManager.hpp"
#include <filesystem>
#include <iostream>
assetManager::assetManager() = default;
assetManager::~assetManager()
{
cleanup();
}
void assetManager::init(const std::string& dirPath)
{
if (!std::filesystem::exists(dirPath) || !std::filesystem::is_directory(dirPath)) {
std::cerr << "assetmanager: directory not found: " << dirPath << std::endl;
return;
}
for (const auto& entry : std::filesystem::recursive_directory_iterator(dirPath)) {
if (entry.is_regular_file()) {
std::string ext = entry.path().extension().string();
if (ext == ".png" || ext == ".jpg" || ext == ".jpeg") {
std::string key = entry.path().stem().string();
std::string fullPath = entry.path().string();
Texture2D tex = LoadTexture(fullPath.c_str());
if (tex.id != 0) {
textures[key] = tex;
std::cout << "success loading texture: " << key << std::endl;
} else {
std::cerr << "failed to load texture: " << key << std::endl;
}
}
}
}
}
Texture2D assetManager::load(const std::string& texName)
{
const auto tex = textures.find(texName);
if (tex != textures.end()) {
return tex->second;
}
std::cerr << "asset not found: " << texName << std::endl;
return Texture2D{0};
}
void assetManager::cleanup()
{
for (auto& pair : textures) {
if (pair.second.id != 0) {
UnloadTexture(pair.second);
}
}
textures.clear();
}
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