Magic_Game/core/Common/Resource.cpp

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#include "..\e2dtool.h"
e2d::Resource::Resource(const String & fileName)
: _isResource(false)
, _fileName(fileName)
, _resNameId(0)
, _resType()
{
}
e2d::Resource::Resource(int resNameId, const String & resType)
: _isResource(true)
, _fileName()
, _resNameId(resNameId)
, _resType(resType)
{
}
bool e2d::Resource::isResource() const
{
return _isResource;
}
const e2d::String & e2d::Resource::getFileName() const
{
return _fileName;
}
int e2d::Resource::getResNameId() const
{
return _resNameId;
}
const e2d::String & e2d::Resource::getResType() const
{
return _resType;
}
int e2d::Resource::getKey() const
{
if (_isResource)
{
return _resNameId;
}
else
{
return _fileName.getHashCode();
}
}
bool e2d::Resource::operator>(const Resource &res) const
{
return this->getKey() > res.getKey();
}
bool e2d::Resource::operator>=(const Resource &res) const
{
return this->getKey() >= res.getKey();
}
bool e2d::Resource::operator<(const Resource &res) const
{
return this->getKey() < res.getKey();
}
bool e2d::Resource::operator<=(const Resource &res) const
{
return this->getKey() <= res.getKey();
}