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package components
import (
"encoding/json"
"fmt"
rl "github.com/gen2brain/raylib-go/raylib"
)
type TextrueManager struct {
Textures []*rl.Texture2D
NameToId map[string]uint64
}
// Loads the texture in the VRAM
func (base *TextrueManager) LoadTexture(path string, displayName string) {
var image = rl.LoadImage(path)
var texture = rl.LoadTextureFromImage(image)
var id = len(base.Textures)
base.Textures = append(base.Textures, &texture)
base.NameToId[displayName] = uint64(id)
rl.UnloadImage(image)
}
// Unloads all the textures from the VRAM
func (base *TextrueManager) UnloadAll() {
for _, v := range base.Textures {
rl.UnloadTexture(*v)
}
}
func (base *TextrueManager) GetTexture(Id uint64) (*rl.Texture2D, error) {
if Id >= uint64(len(base.Textures)) {
return nil, fmt.Errorf("No texture loaded with that ID")
}
return base.Textures[Id], nil
}
func (base *TextrueManager) GetTextureByName(textureName string) (*rl.Texture2D, error) {
var id, exists = base.NameToId[textureName]
if !exists {
return nil, fmt.Errorf("No such texture in the system")
}
return base.GetTexture(id)
}
func (base *TextrueManager) String() string {
var outp, jsonErr = json.Marshal(base)
if jsonErr != nil {
return fmt.Sprintf("Failed to parse texture manager: %s", jsonErr.Error())
}
return string(outp)
}
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