问题
随着游戏assets的增多, 资源一直在init中管理, 会给后期维护或修改带来挑战.
解决
所以我们可以将其抽离出来.
// TextureManager.h
#ifndef TEXTUREMANAGER_H_INCLUDED
#define TEXTUREMANAGER_H_INCLUDED
#include "SDL.h"
#include <string>
#include <map>
class TextureManager
{
public:
bool load(std::string fileName, std::string id, SDL_Renderer* pRenderer);
void draw(std::string id, int x, int y, int width, int height,
SDL_Renderer* pRenderer, SDL_RendererFlip flip = SDL_FLIP_NONE);
void drawFrame(std::string id, int x, int y, int width, int height,
int currentRow,