#include "GuiGraphicsResourceManager.h"
namespace
{
namespace
{
namespace
{
using
namespace
collections
;
GuiGraphicsResourceManager
::
GuiGraphicsResourceManager
()
{
}
GuiGraphicsResourceManager
::
~
GuiGraphicsResourceManager
()
{
}
GuiGraphicsResourceManager
::
(
const
&
)
{
CHECK_ERROR(!elementTypes.Contains(elementTypeName), L"GuiGraphicsResourceManager::RegisterElementType(const WString&)#This element type has already been registered.");
do
{
if
(!(!
.
(
)))
throw
(
L"GuiGraphicsResourceManager::RegisterElementType(const WString&)#This element type has already been registered."
);}
while
(
0
);
return
.
(
);
}
void
GuiGraphicsResourceManager
::
(
,
<
IGuiGraphicsRendererFactory
>
)
{
if
(
.
() <=
)
{
.
(
+
1
);
]
;
}
else
{
CHECK_ERROR(!rendererFactories[elementType], L"GuiGraphicsResourceManager::RegisterRendererFactory(vint, Ptr<IGuiGraphicsRendererFactory>)#This element type has already been binded a renderer factory.");
do
{
if
(!(!
]))
throw
(
L"GuiGraphicsResourceManager::RegisterRendererFactory(vint, Ptr<IGuiGraphicsRendererFactory>)#This element type has already been binded a renderer factory."
);}
while
(
0
);
]
;
}
}
IGuiGraphicsRendererFactory
*
GuiGraphicsResourceManager
::
(
)
{
return
.
() >
?
].
() :
nullptr
;
}
GuiGraphicsResourceManager
*
guiGraphicsResourceManager
=
0
;
GuiGraphicsResourceManager
*
GetGuiGraphicsResourceManager
()
{
return
guiGraphicsResourceManager
;
}
void
SetGuiGraphicsResourceManager
(
GuiGraphicsResourceManager
*
)
{
guiGraphicsResourceManager
=
;
}
}
}
}