//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "BsManagedResourceManager.h" #include "Resources/BsResources.h" namespace bs { ManagedResourceManager::ManagedResourceManager() { } ManagedResourceManager::~ManagedResourceManager() { clear(); } void ManagedResourceManager::clear() { UnorderedMap> resourceCopy = mResources; for (auto& resourcePair : resourceCopy) { WeakResourceHandle resource = resourcePair.second; gResources().release((WeakResourceHandle&)resource); } mResources.clear(); } void ManagedResourceManager::registerManagedResource(const WeakResourceHandle& resource) { mResources.insert(std::make_pair(resource.getUUID(), resource)); } void ManagedResourceManager::unregisterManagedResource(const WeakResourceHandle& resource) { mResources.erase(resource.getUUID()); } }