TazGraph Project v0.1.0
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AssetManager.h
1#pragma once
2
3#include <string>
4#include "TextureManager/TextureManager.h"
5#include "GECS/Core/GECSManager.h"
6#include <SDL2/SDL_ttf.h>
7#include "../Graph.h"
8
9struct PairHash {
10 template <class T1, class T2>
11 std::size_t operator()(const std::pair<T1, T2>& p) const {
12 auto hash1 = std::hash<T1>{}(p.first);
13 auto hash2 = std::hash<T2>{}(p.second);
14 return hash1 ^ (hash2 << 1);
15 }
16};
17class AssetManager //this class created when we added projectiles, based on this class other components changed
18{ //it just replaces the paths of textures with names
19public:
20
21 SDL_Color black = { 0, 0 ,0 ,255 };
22 SDL_Color white = { 255, 255 ,255 ,255 };
23 SDL_Color red = { 255, 0 ,0 ,255 };
24 SDL_Color green = { 0, 255 ,0 ,255 };
25
26 AssetManager(Manager* man, InputManager& inputManager, TazGraphEngine::Window& window);
28
29 //graphobjects
30 void CreateWorldMap(Entity& worldMap);
31 void CreateGroup(Entity& groupNode, glm::vec3 centerGroup, float groupNodeSize, Grid::Level m_level);
32
33 void CreateGroupLink(Entity& groupLink, Grid::Level m_level);
34
35 void createGroupLayout(Grid::Level m_level);
36
37 void ungroupLayout(Grid::Level m_level);
38
39 Manager* manager;
40private:
41 InputManager& _inputManager;
43};
Definition AssetManager.h:18
Definition GECS.h:140
Definition InputManager.h:10
Definition GECSManager.h:14
Definition Window.h:18
Definition AssetManager.h:9