#include "resourcebase.h" ResourceBase::~ResourceBase() { for(std::string str : textureNames) delete(textures[str]); for(std::string str : meshNames) delete(meshes[str]); for(std::string str : materialNames) delete(materials[str]); for(std::string str : shaderNames) delete(shaders[str]); for(std::string str : entityNames) delete(entities[str]); } void ResourceBase::addTexture(std::string textureName, Texture* myTexture) { textureNames.push_back(textureName); textures[textureName] = myTexture; } void ResourceBase::addMesh(std::string meshName, Mesh* myMesh) { meshNames.push_back(meshName); meshes[meshName] = myMesh; } void ResourceBase::addMaterial(std::string materialName, Material* myMaterial) { materialNames.push_back(materialName); materials[materialName] = myMaterial; } void ResourceBase::addShader(std::string shaderName, Shader* myShader) { shaderNames.push_back(shaderName); shaders[shaderName] = myShader; } void ResourceBase::addEntity(std::string entityName, Entity* myEntity) { entityNames.push_back(entityName); entities[entityName] = myEntity; } Texture* ResourceBase::getTexture(std::string textureName) { return textures[textureName]; } Mesh* ResourceBase::getMesh(std::string meshName) { return meshes[meshName]; } Material* ResourceBase::getMaterial(std::string materialName) { return materials[materialName]; } Shader* ResourceBase::getShader(std::string shaderName) { return shaders[shaderName]; } Entity* ResourceBase::getEntity(std::string entityName) { return entities[entityName]; }