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use std::collections::HashMap;
use std::path::Path;
use sdl2::image::LoadTexture;
use sdl2::render::{Texture, TextureCreator};
pub const ASSET_PATH_STR: &str = "assets";
pub struct TextureManager<T>
{
texture_creator: TextureCreator<T>,
textures: HashMap<String, Texture>,
}
impl<T> TextureManager<T>
{
pub fn new(texture_creator: TextureCreator<T>) -> Self
{
Self {
texture_creator,
textures: HashMap::new(),
}
}
pub fn preload<S>(&mut self, filename: S) -> Result<(), String>
where
S: AsRef<Path>,
{
let filename_str = filename
.as_ref()
.to_str()
.expect("Only filenames with valid Unicode are allowed.");
if self.textures.contains_key(filename_str) {
return Ok(());
}
let texture = self
.texture_creator
.load_texture(Path::new(ASSET_PATH_STR).join(&filename))?;
self.textures.insert(filename_str.to_string(), texture);
Ok(())
}
pub fn get<S>(&mut self, filename: S) -> Result<&Texture, String>
where
S: AsRef<Path>,
{
self.preload(&filename)?;
Ok(self
.textures
.get(filename.as_ref().to_str().unwrap())
.unwrap())
}
pub fn get_never_load<S>(&self, filename: S) -> Option<&Texture>
where
S: AsRef<Path>,
{
self.textures.get(filename.as_ref().to_str().unwrap())
}
}
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