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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System;
- using System.Runtime.CompilerServices;
- namespace BansheeEngine
- {
- /** @addtogroup Resources
- * @{
- */
- /// <summary>
- /// Handles dynamic loading of resources during runtime.
- /// </summary>
- public static class Resources
- {
- /// <summary>
- /// Loads a resource at the specified path. If resource is already loaded an existing instance is returned.
- /// </summary>
- /// <remarks>
- /// If running outside of the editor you must make sure to mark that the resource gets included in the build. If
- /// running inside the editor this has similar functionality as if loading using the project library.
- /// </remarks>
- /// <typeparam name="T">Type of the resource.</typeparam>
- /// <param name="path">Path of the resource, relative to game directory. If running from editor this will be
- /// relative to the project library. If a sub-resource within a file is needed, append the name
- /// of the subresource to the path (for example mymesh.fbx/my_animation).</param>
- /// <param name="flags">Flags used to control the load process.</param>
- /// <returns>Loaded resource, or null if resource cannot be found.</returns>
- public static T Load<T>(string path, ResourceLoadFlag flags = ResourceLoadFlag.Default) where T : Resource
- {
- return (T)Internal_Load(path, flags);
- }
- /// <summary>
- /// Loads a resource with the specified UUID. If resource is already loaded an existing instance is returned.
- /// </summary>
- /// <remarks>
- /// If running outside of the editor you must make sure to mark that the resource gets included in the build. If
- /// running inside the editor this has similar functionality as if loading using the project library.
- /// </remarks>
- /// <typeparam name="T">Type of the resource.</typeparam>
- /// <param name="uuid">Unique identifier of the resource to load.</param>
- /// <param name="flags">Flags used to control the load process.</param>
- /// <returns>Loaded resource, or null if resource cannot be found.</returns>
- public static T Load<T>(UUID uuid, ResourceLoadFlag flags = ResourceLoadFlag.Default) where T : Resource
- {
- return (T)Internal_LoadFromUUID(ref uuid, flags);
- }
- /// <summary>
- /// Loads a resource at the specified path asynchonously (on a separate thread). If resource is already loaded
- /// an existing instance is returned. Use <see cref="RRefBase.IsLoaded"/> to confirm the resource has been loaded
- /// before using it. Use <see cref="GetLoadProgress"/> to track the loading progress of the resource.
- /// </summary>
- /// <remarks>
- /// If running outside of the editor you must make sure to mark that the resource gets included in the build. If
- /// running inside the editor this has similar functionality as if loading using the project library.
- /// </remarks>
- /// <typeparam name="T">Type of the resource.</typeparam>
- /// <param name="path">Path of the resource, relative to game directory. If running from editor this will be
- /// relative to the project library. If a sub-resource within a file is needed, append the name
- /// of the subresource to the path (for example mymesh.fbx/my_animation).</param>
- /// <param name="flags">Flags used to control the load process.</param>
- /// <returns>Loaded resource, or null if resource cannot be found.</returns>
- public static RRef<T> LoadAsync<T>(string path, ResourceLoadFlag flags = ResourceLoadFlag.Default) where T : Resource
- {
- return Internal_LoadAsync(path, flags).As<T>();
- }
- /// <summary>
- /// Loads a resource with the specified UUID asynchonously (on a separate thread). If resource is already loaded
- /// an existing instance is returned. Use <see cref="RRefBase.IsLoaded"/> to confirm the resource has been loaded
- /// before using it. Use <see cref="GetLoadProgress"/> to track the loading progress of the resource.
- /// </summary>
- /// <remarks>
- /// If running outside of the editor you must make sure to mark that the resource gets included in the build. If
- /// running inside the editor this has similar functionality as if loading using the project library.
- /// </remarks>
- /// <typeparam name="T">Type of the resource.</typeparam>
- /// <param name="uuid">Unique identifier of the resource to load.</param>
- /// <param name="flags">Flags used to control the load process.</param>
- /// <returns>Loaded resource, or null if resource cannot be found.</returns>
- public static RRef<T> LoadAsync<T>(UUID uuid, ResourceLoadFlag flags = ResourceLoadFlag.Default) where T : Resource
- {
- return Internal_LoadAsyncFromUUID(ref uuid, flags).As<T>();
- }
- /// <summary>
- /// Releases an internal reference to the resource held by the resources system. This allows the resource
- /// to be unloaded when it goes out of scope, if the resource was loaded with "keepLoaded" parameter.
- ///
- /// Alternatively you can also skip manually calling <see cref="Release(RRefBase)"/> and call <see cref="UnloadUnused"/>
- /// which will unload all resources that do not have any external references, but you lose the fine grained control
- /// of what will be unloaded.
- /// </summary>
- /// <param name="resource">Resource to release</param>
- public static void Release(RRefBase resource)
- {
- if (resource == null)
- return;
- Internal_ReleaseRef(resource.GetCachedPtr());
- }
- /// <summary>
- /// Releases an internal reference to the resource held by the resources system. This allows the resource
- /// to be unloaded when it goes out of scope, if the resource was loaded with "keepLoaded" parameter.
- ///
- /// Alternatively you can also skip manually calling <see cref="Release(Resource)"/> and call <see cref="UnloadUnused"/>
- /// which will unload all resources that do not have any external references, but you lose the fine grained control
- /// of what will be unloaded.
- /// </summary>
- /// <param name="resource">Resource to release</param>
- public static void Release(Resource resource)
- {
- if(resource == null)
- return;
- Internal_Release(resource.GetCachedPtr());
- }
- /// <summary>
- /// Unloads all resources that are no longer referenced. This only applies to resources loaded with "keepLoaded"
- /// parameter, as all other resources will be unloaded when they go out of scope.
- /// </summary>
- public static void UnloadUnused()
- {
- Internal_UnloadUnused();
- }
- /// <summary>
- /// Returns the loading progress of a resource that's being asynchronously loaded.
- /// </summary>
- /// <param name="resource">Resource whose load progress to check.</param>
- /// <param name="includeDependencies">If false the progress will reflect the load progress only for this individual
- /// resource. If true the progress will reflect load progress of this resource
- /// and all of its dependencies.</param>
- /// <returns>Load progress in range [0, 1].</returns>
- public static float GetLoadProgress(RRefBase resource, bool includeDependencies = true)
- {
- if(resource == null)
- return 0.0f;
- return Internal_GetLoadProgress(resource.GetCachedPtr(), includeDependencies);
- }
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern Resource Internal_Load(string path, ResourceLoadFlag flags);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern Resource Internal_LoadFromUUID(ref UUID uuid, ResourceLoadFlag flags);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern RRefBase Internal_LoadAsync(string path, ResourceLoadFlag flags);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern RRefBase Internal_LoadAsyncFromUUID(ref UUID uuid, ResourceLoadFlag flags);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern float Internal_GetLoadProgress(IntPtr resource, bool loadDependencies);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_Release(IntPtr resource);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_ReleaseRef(IntPtr resource);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_UnloadUnused();
- }
- /** @} */
- }
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