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10 changes: 10 additions & 0 deletions RM_Test/Asset.cpp
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#include "Asset.h"

// Constructor implementation
Asset::Asset(const std::string& assetId) : id(assetId) {}

// Virtual destructor implementation
Asset::~Asset() = default;

// Getter implementation
std::string Asset::getId() const { return id; }
21 changes: 21 additions & 0 deletions RM_Test/Asset.h
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#pragma once
#include <string>

class Asset {
protected:
// Unique identifier for the asset
std::string id;

public:
// Constructor with an asset identifier
Asset(const std::string& assetId);

// Virtual destructor to ensure proper cleanup in derived classes
virtual ~Asset();

// Pure virtual function for loading the asset
virtual void load() = 0;

// Getter for the asset ID
std::string getId() const;
};
33 changes: 33 additions & 0 deletions RM_Test/GameLoop.cpp
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#include "GameLoop.h"
#include <iostream>

#include "SoundAsset.h"

void GameLoop::initialize() {
std::cout << "Initializing game resources..." << std::endl;
resource_manager = new ResourceManager();
resource_manager->loadResource<TextureAsset>("player_texture");
resource_manager->loadResource<SoundAsset>("background_music");
}

void GameLoop::update() {
std::cout << "Updating game logic..." << std::endl;
}

void GameLoop::render() {
std::cout << "Rendering game..." << std::endl;
}

void GameLoop::shutdown() {
std::cout << "Shutting down the game..." << std::endl;
delete resource_manager;
}

void GameLoop::run() {
while (isRunning) {
update();
render();
isRunning = false; // For now, we'll shut down after one iteration
}
shutdown();
}
15 changes: 15 additions & 0 deletions RM_Test/GameLoop.h
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#pragma once
#include "ResourceManager.h"

class GameLoop {
public:
void initialize();
void update();
void render();
void shutdown();
void run();

private:
ResourceManager* resource_manager = nullptr;
bool isRunning = true;
};
22 changes: 22 additions & 0 deletions RM_Test/RM_Test.sln
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175 changes: 175 additions & 0 deletions RM_Test/RM_Test.vcxproj
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22 changes: 22 additions & 0 deletions RM_Test/RM_Test.vcxproj.filters
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24 changes: 24 additions & 0 deletions RM_Test/ResourceManager.cpp
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#include "ResourceManager.h"
#include <iostream>

// Destructor: Clean up all resources
ResourceManager::~ResourceManager() { unloadAllResources(); }

// Unload a specific resource by its ID
void ResourceManager::unloadResource(const std::string& id)
{
auto iterator = assets.find(id);
if (iterator != assets.end())
{
delete iterator->second; // Delete the resource
assets.erase(iterator); // Remove it from the map
std::cout << "Resource " << id << " unloaded." << std::endl;
}
}

// Unload all resources
void ResourceManager::unloadAllResources()
{
assets.clear(); // Clear the map
std::cout << "All resources unloaded." << std::endl;
}
27 changes: 27 additions & 0 deletions RM_Test/ResourceManager.h
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#pragma once
#include <map>
#include "TextureAsset.h"

class ResourceManager {
private:
std::map<std::string, Asset*> assets;

public:
ResourceManager() = default;
~ResourceManager();

template <class T>
T* findResource(const std::string& id);
template <class T>
T* createResource(const std::string& id);
template <typename T>
T* loadResource(const std::string& id);
template <typename T>
T* getResource(const std::string& id);

// Non-template methods for unloading resources
void unloadResource(const std::string& id);
void unloadAllResources();
};

#include "ResourceManager.inl"
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