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https://github.com/borgesdan/xn65
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Implementa LoadedAssets em ContentManager
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@ -5,6 +5,7 @@
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#include "default.hpp"
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#include "csharp/service.hpp"
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#include "reader.hpp"
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#include <map>
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namespace xna {
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//The run-time component which loads managed objects from the binary files produced by the design time content pipeline.
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@ -41,12 +42,33 @@ namespace xna {
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if (assetName.empty()) {
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return XnaHelper::ReturnDefaultOrNull<T>();
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}
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if constexpr (XnaHelper::is_shared_ptr<T>::value) {
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if (_loadedAssets.contains(assetName)) {
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auto& voidAsset = _loadedAssets[assetName];
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using TYPE = T::element_type;
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auto asset = reinterpret_pointer_cast<TYPE>(voidAsset);
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return asset;
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}
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}
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const auto obj2 = ReadAsset<T>(assetName);
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if constexpr (XnaHelper::is_shared_ptr<T>::value) {
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if(obj2)
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_loadedAssets.emplace( assetName, obj2 );
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}
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return obj2;
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}
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//Disposes all data that was loaded by this ContentManager.
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void Unload() {
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_loadedAssets.clear();
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}
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//Gets the service provider associated with the main Game.
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static sptr<IServiceProvider> GameServiceProvider() {
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return _gameServices;
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@ -75,6 +97,7 @@ namespace xna {
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String _rootDirectory;
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std::vector<Byte> byteBuffer;
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sptr<IServiceProvider> _services = nullptr;
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std::map<String, sptr<void>> _loadedAssets;
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inline static sptr<IServiceProvider> _gameServices = nullptr;
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inline const static String contentExtension = ".xnb";
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