PCG-FPS  v2 m0.22.4
Simple First Person Shooter with Procedurally Generated Level
TextureCache.h
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1 #ifndef SKR_FPS2_RENDERER_OPENGL_TEXTURECACHE_H
2 #define SKR_FPS2_RENDERER_OPENGL_TEXTURECACHE_H
3 
4 #include "..\..\pch.h"
5 
6 #include <vector>
7 
8 #include "Texture.h"
9 
10 namespace skr
11 {
12 namespace fps2
13 {
14 namespace Renderer
15 {
16 namespace OpenGL
17 {
23  {
24  public:
28  {
29  static TextureCache instance;
30  return instance;
31  }
32 
34  std::vector<Texture> cachedTextures;
35 
36  private:
40 
42  TextureCache(const TextureCache&) = delete;
43 
46  };
47 }
48 }
49 }
50 }
51 
52 #endif // !SKR_FPS2_RENDERER_OPENGL_TEXTURECACHE_H
skr::fps2::Renderer::OpenGL::TextureCache::operator=
TextureCache operator=(const TextureCache &)=delete
copy assignment operator is deleted due to singleton pattern
skr::fps2::Renderer::OpenGL::TextureCache
manages loaded textures in a central place Implements Scott Meyers' singleton pattern currently,...
Definition: TextureCache.h:23
skr::fps2::Renderer::OpenGL::TextureCache::GetInstance
static TextureCache & GetInstance()
gets only instance of TextureCache Implements Scott Meyers' singleton pattern
Definition: TextureCache.h:27
skr::fps2::Renderer::OpenGL::TextureCache::cachedTextures
std::vector< Texture > cachedTextures
list of loaded textures
Definition: TextureCache.h:34
skr::fps2::Renderer::OpenGL::TextureCache::TextureCache
TextureCache(const TextureCache &)=delete
copy constructor is deleted due to singleton pattern
skr
Definition: AssetPath.h:10
Texture.h
skr::fps2::Renderer::OpenGL::TextureCache::TextureCache
TextureCache()
default constructor default constructor is needed since OpenGL Renderer Object is a global object,...
Definition: TextureCache.h:39