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ImageManager.h
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ImageManager.h

/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef IMAGEMANAGER_H
#define IMAGEMANAGER_H
#include <SDL_render.h>
#include <string>
#include <map>
#include <memory>
using SharedTexture = std::shared_ptr<SDL_Texture>;
//Class for loading images.
class ImageManager{
public:
//Constructor.
ImageManager(){}
//Destructor.
~ImageManager();
//Loads an image.
//file: The image file to load.
//Returns: The SDL_Surface containing the image.
SDL_Surface* loadImage(const std::string& file);
//Load an image directly to a texture. Returns NULL on failure.
//This does not support color keyed textures.
//SDL_Texture* loadTexture(const std::string& file, SDL_Renderer& renderer);
//Load an image directly to a texture. Terminates on failure.
//This does not support color keyed textures.
SharedTexture loadTexture(const std::string& file, SDL_Renderer& renderer);
//Destroys the images
void destroy();
private:
//Forbid copying
ImageManager(const ImageManager&) = delete;
ImageManager& operator=(ImageManager const&) = delete;
//Map containing the images.
//The key is the name of the image and the value is a pointer to the SDL_Surface.
std::map<std::string, SDL_Surface*> imageCollection;
std::map<std::string, SharedTexture> textureCollection;
};
#endif

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