4 #include <SFML/Graphics.hpp>
5 #include <SFML/Audio.hpp>
34 void loadTexture(std::string name, std::string fileName);
50 void loadFont(std::string name, std::string fileName);
58 sf::Font &
getFont(std::string name);
66 void loadSound(std::string name, std::string fileName);
74 sf::SoundBuffer &
getSound(std::string name);
Class for managing assets.
Definition: AssetManager.hpp:13
std::map< std::string, sf::Font > _fonts
map for storing Fonts
Definition: AssetManager.hpp:105
std::map< std::string, sf::Texture > _textures
map for storing Textures
Definition: AssetManager.hpp:104
bool isSoundPresent(std::string soundName)
Check whether the Sound is present in map
Definition: AssetManager.cpp:65
void loadTexture(std::string name, std::string fileName)
Load Texture from given file into map
Definition: AssetManager.cpp:7
sf::Texture & getTexture(std::string name)
Get the Texture object.
Definition: AssetManager.cpp:16
bool isTexturePresent(std::string textureName)
Check whether the Texture is present in map
Definition: AssetManager.cpp:51
void loadSound(std::string name, std::string fileName)
Load Sound from given file into map
Definition: AssetManager.cpp:38
bool isFontPresent(std::string fontName)
Check whether the Font is present in map
Definition: AssetManager.cpp:58
~AssetManager()
Destroy the Asset Manager object.
Definition: AssetManager.hpp:26
void loadFont(std::string name, std::string fileName)
Load Font from given file into map
Definition: AssetManager.cpp:23
AssetManager()
Construct a new Asset Manager object.
Definition: AssetManager.hpp:20
sf::SoundBuffer & getSound(std::string name)
Get the Sound object.
Definition: AssetManager.cpp:46
sf::Font & getFont(std::string name)
Get the Font object.
Definition: AssetManager.cpp:31
std::map< std::string, sf::SoundBuffer > _sound_clips
map for storing Sound clips/Sound effects
Definition: AssetManager.hpp:106
Custom namespace used throughout the project.
Definition: AboutState.cpp:6