class EE::Graphics::GlobalTextureAtlas

Any TextureRegion that doesn’t belong to an specific TextureAtlas ( a real texture atlas texture ), goes here. This is useful to auto release the TextureRegions.

#include <globaltextureatlas.hpp>

class GlobalTextureAtlas: public EE::Graphics::TextureAtlas {
public:
    // construction

    ~GlobalTextureAtlas();
};

Inherited Members

public:
    // methods

    virtual T* add(T* resource);
    bool remove(T* resource, bool remove = true);
    bool removeById(const String::HashType& id, bool remove = true);
    bool removeByName(const std::string& name, bool remove = true);
    T* getByName(const std::string& name);
    T* getById(const String::HashType& id);
    Uint32 getCount();
    Uint32 getCount(const std::string& name);
    Uint32 getCount(const String::HashType& id);
    bool exists(const std::string& name);
    bool existsId(const String::HashType& id);
    void destroy();
    void printNames();
    UnorderedMap<String::HashType, T*>& getResources();
    const bool& isDestroying() const;

    template <typename Predicate>
    void each(Predicate pred) const;

    template <typename Predicate>
    void each(Predicate pred);

    template <typename Predicate>
    T* findIf(Predicate pred) const;

    template <typename Predicate>
    T* findIf(Predicate pred);

    static TextureAtlas* New(const std::string& name = "");
    TextureRegion* add(TextureRegion* textureRegion);
    TextureRegion* add(const Uint32& TexId, const std::string& Name = "");
    TextureRegion* add(const Uint32& TexId, const Rect& SrcRect, const std::string& Name = "");
    TextureRegion* add(const Uint32& TexId, const Rect& SrcRect, const Sizef& DestSize, const std::string& Name = "");
    TextureRegion* add(const Uint32& TexId, const Rect& SrcRect, const Sizef& DestSize, const Vector2i& Offset, const std::string& Name = "");
    TextureRegion* add(Texture* tex, const std::string& Name = "");
    TextureRegion* add(Texture* tex, const Rect& SrcRect, const std::string& Name = "");
    TextureRegion* add(Texture* tex, const Rect& SrcRect, const Sizef& DestSize, const std::string& Name = "");
    TextureRegion* add(Texture* tex, const Rect& SrcRect, const Sizef& DestSize, const Vector2i& Offset, const std::string& Name = "");
    const std::string& getName() const;
    void setName(const std::string& name);
    const std::string& getPath() const;
    void setPath(const std::string& path);
    const String::HashType& getId() const;
    Uint32 getCount();
    Texture* getTexture(const Uint32& texnum = 0) const;
    Uint32 getTexturesCount();