Files
cup_edit/ios/include/ResourceBuffer.hpp

45 lines
1.3 KiB
C++

#ifndef RESOURCE_BUFFER_H
#define RESOURCE_BUFFER_H
#include <stdint.h>
#if defined(__cplusplus)
extern "C" {
#endif
//
// Pairs a memory buffer with an ID that can be used to unload the backing asset if needed.
// Use this when you want to load an asset from a resource that requires more than just `free` on the underlying buffer.
// e.g.
// ```
// uint64_t id = get_next_resource_id();
// AAsset *asset = AAssetManager_open(am, name, AASSET_MODE_BUFFER);
// off_t length = AAsset_getLength(asset);
// const void * buffer = AAsset_getBuffer(asset);
// uint8_t *buf = new uint8_t[length ];
// memcpy(buf,buffer, length);
// ResourceBuffer rb(buf, length, id);
// ...
// ...
// (elsewhere)
// AAsset* asset = get_asset_from_id(rb.id);
// AAsset_close(asset);
// free_asset_id(rb.id);
//
struct ResourceBuffer {
#if defined(__cplusplus)
ResourceBuffer(const void* data, const uint32_t size, const uint32_t id) : data(data), size(size), id(id) {};
ResourceBuffer& operator=(ResourceBuffer other) {
data = other.data;
size = other.size;
id = other.id;
return *this;
}
#endif
const void* data;
uint32_t size;
uint32_t id;
};
#if defined(__cplusplus)
}
#endif
#endif