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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsModule.h"
- namespace BansheeEngine
- {
- /**
- * @brief Manager for dealing with all engine resources. It allows you to save
- * new resources and load existing ones.
- *
- * Used for manually dealing with resources but also for automatic resolving of
- * resource handles.
- *
- * @note Sim thread only.
- */
- class BS_CORE_EXPORT Resources : public Module<Resources>
- {
- struct LoadedResourceData
- {
- LoadedResourceData()
- :numInternalRefs(0)
- { }
- LoadedResourceData(const WeakResourceHandle<Resource>& resource)
- :resource(resource), numInternalRefs(0)
- { }
- WeakResourceHandle<Resource> resource;
- UINT32 numInternalRefs;
- };
- struct ResourceLoadData
- {
- ResourceLoadData(const WeakResourceHandle<Resource>& resource, UINT32 numDependencies)
- :resData(resource), remainingDependencies(numDependencies)
- { }
- LoadedResourceData resData;
- ResourcePtr loadedData;
- UINT32 remainingDependencies;
- Vector<HResource> dependencies;
- bool notifyImmediately;
- };
- public:
- Resources();
- ~Resources();
- /**
- * @brief Loads the resource from a given path. Returns an empty handle if resource can't be loaded.
- * Resource is loaded synchronously.
- *
- * All loaded resources are reference counted and will be automatically unloaded when all of their references go out
- * of scope.
- *
- * @param filePath File path to the resource to load. This can be absolute or relative to the working folder.
- * @param loadDependencies If true all resources referenced by the root resource will be loaded as well.
- * @param keepInternalReference If true the resource system will keep an internal reference to the resource so it
- * doesn't get destroyed with it goes out of scope. You can call release() to release
- * the internal reference. Each call to load will create a new internal reference and
- * therefore must be followed by the same number of release calls.
- *
- * If dependencies are being loaded, they will not have internal references created regardless
- * of this parameter.
- *
- * @see release(ResourceHandleBase&), unloadAllUnused()
- */
- HResource load(const Path& filePath, bool loadDependencies = true, bool keepInternalReference = true);
- /**
- * @copydoc load(const Path&, bool)
- */
- template <class T>
- ResourceHandle<T> load(const Path& filePath, bool loadDependencies = true, bool keepInternalReference = true)
- {
- return static_resource_cast<T>(load(filePath, loadDependencies, keepInternalReference));
- }
- /**
- * @brief Loads the resource for the provided weak resource handle, or returns a loaded resource if already loaded.
- *
- * @see load(const Path&, bool)
- */
- HResource load(const WeakResourceHandle<Resource>& handle, bool loadDependencies = true, bool keepInternalReference = true);
- /**
- * @copydoc load(const WeakResourceHandle<T>&, bool)
- */
- template <class T>
- ResourceHandle<T> load(const WeakResourceHandle<T>& handle, bool loadDependencies = true, bool keepInternalReference = true)
- {
- return static_resource_cast<T>(load((const WeakResourceHandle<Resource>&)handle, loadDependencies, keepInternalReference));
- }
- /**
- * @brief Loads the resource asynchronously. Initially returned resource handle will be invalid
- * until resource loading is done.
- *
- * @param filePath Full pathname of the file.
- *
- * @note You can use returned invalid handle in many engine systems as the engine will check for handle
- * validity before using it.
- *
- * @see load(const Path&, bool)
- */
- HResource loadAsync(const Path& filePath, bool loadDependencies = true, bool keepInternalReference = true);
- /**
- * @copydoc loadAsync
- */
- template <class T>
- ResourceHandle<T> loadAsync(const Path& filePath, bool loadDependencies = true, bool keepInternalReference = true)
- {
- return static_resource_cast<T>(loadAsync(filePath, loadDependencies, keepInternalReference));
- }
- /**
- * @brief Loads the resource with the given UUID. Returns an empty handle if resource can't be loaded.
- *
- * @param uuid UUID of the resource to load.
- * @param async If true resource will be loaded asynchronously. Handle to non-loaded
- * resource will be returned immediately while loading will continue in the background.
- * @param loadDependencies If true all resources referenced by the root resource will be loaded as well.
- * @param keepInternalReference If true the resource system will keep an internal reference to the resource so it
- * doesn't get destroyed with it goes out of scope. You can call ::release to release
- * the internal reference. Each call to load will create a new internal reference and
- * therefore must be followed by the same number of release calls.
- *
- * If dependencies are being loaded, they will not have internal references created regardless
- * of this parameter.
- *
- * @see load(const Path&, bool)
- */
- HResource loadFromUUID(const String& uuid, bool async = false, bool loadDependencies = true, bool keepInternalReference = true);
- /**
- * @brief 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 "keepInternalReference" parameter.
- *
- * Alternatively you can also skip manually calling release() and call ::unloadAllUnused which will unload
- * all resources that do not have any external references, but you lose the fine grained control of what
- * will be unloaded.
- *
- * @param resourceHandle Handle of the resource to release.
- */
- void release(ResourceHandleBase& resource);
- /**
- * @brief Finds all resources that aren't being referenced outside of the resources system and unloads them.
- *
- * @see release(ResourceHandleBase&)
- */
- void unloadAllUnused();
- /**
- * @brief Saves the resource at the specified location.
- *
- * @param resource Handle to the resource.
- * @param filePath Full pathname of the file to save as.
- * @param overwrite (optional) If true, any existing resource at the specified location will
- * be overwritten.
- *
- * @note If the resource is a GpuResource and you are in some way modifying it from the Core thread, make
- * sure all those commands are submitted before you call this method. Otherwise an obsolete
- * version of the resource might get saved.
- *
- * If saving a core thread resource this is a potentially very slow operation as we must wait on the
- * core thread and the GPU in order to read the resource.
- */
- void save(const HResource& resource, const Path& filePath, bool overwrite);
- /**
- * @brief Saves an existing resource to its previous location.
- *
- * @param resource Handle to the resource.
- *
- * @note If the resource is a GpuResource and you are in some way modifying it from the Core thread, make
- * sure all those commands are submitted before you call this method. Otherwise an obsolete
- * version of the resource might get saved.
- *
- * If saving a core thread resource this is a potentially very slow operation as we must wait on the
- * core thread and the GPU in order to read the resource.
- */
- void save(const HResource& resource);
- /**
- * @brief Updates an existing resource handle with a new resource. Caller must ensure that
- * new resource type matches the original resource type.
- */
- void update(HResource& handle, const ResourcePtr& resource);
- /**
- * @brief Returns a list of dependencies from the resources at the specified path. Resource will not be loaded
- * or parsed, but instead the saved list of dependencies will be read from the file and returned.
- *
- * @param filePath Full path to the resource to get dependencies for.
- *
- * @returns List of dependencies represented as UUIDs.
- */
- Vector<String> getDependencies(const Path& filePath);
- /**
- * @brief Checks is the resource with the specified UUID loaded.
- *
- * @param uuid UUID of the resource to check.
- * @param checkInProgress Should this method also check resources that are in progress of being asynchronously loaded.
- *
- * @return True if loaded or loading in progress, false otherwise.
- */
- bool isLoaded(const String& uuid, bool checkInProgress = true);
- /**
- * @brief Creates a new resource handle from a resource pointer.
- *
- * @note Internal method used primarily be resource factory methods.
- */
- HResource _createResourceHandle(const ResourcePtr& obj);
- /**
- * @brief Returns an existing handle for the specified UUID if one exists, or creates a new one.
- */
- HResource _getResourceHandle(const String& uuid);
- /**
- * @brief Allows you to set a resource manifest containing UUID <-> file path mapping that is
- * used when resolving resource references.
- *
- * @note If you want objects that reference resources (using ResourceHandles) to be able to
- * find that resource even after application restart, then you must save the resource
- * manifest before closing the application and restore it upon startup.
- * Otherwise resources will be assigned brand new UUIDs and references will be broken.
- */
- void registerResourceManifest(const ResourceManifestPtr& manifest);
- /**
- * @brief Unregisters a resource manifest previously registered with ::registerResourceManifest.
- */
- void unregisterResourceManifest(const ResourceManifestPtr& manifest);
- /**
- * @brief Allows you to retrieve resource manifest containing UUID <-> file path mapping that is
- * used when resolving resource references.
- *
- * @note Resources module internally holds a "Default" manifest that it automatically updated whenever
- * a resource is saved.
- *
- * @see registerResourceManifest
- */
- ResourceManifestPtr getResourceManifest(const String& name) const;
- /**
- * @brief Attempts to retrieve file path from the provided UUID. Returns true
- * if successful, false otherwise.
- */
- bool getFilePathFromUUID(const String& uuid, Path& filePath) const;
- /**
- * @brief Attempts to retrieve UUID from the provided file path. Returns true
- * if successful, false otherwise.
- */
- bool getUUIDFromFilePath(const Path& path, String& uuid) const;
- /**
- * @brief Called when the resource has been successfully loaded.
- *
- * @note It is undefined from which thread this will get called from.
- * Most definitely not the sim thread if resource was being loaded
- * asynchronously.
- */
- Event<void(const HResource&)> onResourceLoaded;
- /**
- * @brief Called when the resource has been destroyed. Provides UUID of the destroyed resource.
- *
- * @note It is undefined from which thread this will get called from.
- */
- Event<void(const String&)> onResourceDestroyed;
- /**
- * @brief Called when the internal resource the handle is pointing to has changed.
- *
- * @note It is undefined from which thread this will get called from.
- */
- Event<void(const HResource&)> onResourceModified;
- private:
- friend class ResourceHandleBase;
- /**
- * @brief Starts resource loading or returns an already loaded resource. Both UUID and filePath must match the
- * same resource, although you may provide an empty path in which case the resource will be retrieved
- * from memory if its currently loaded.
- *
- * @param incrementRef Determines should the internal reference count be incremented.
- */
- HResource loadInternal(const String& UUID, const Path& filePath, bool synchronous, bool loadDependencies, bool incrementRef);
- /**
- * @brief Performs actually reading and deserializing of the resource file.
- * Called from various worker threads.
- */
- ResourcePtr loadFromDiskAndDeserialize(const Path& filePath);
- /**
- * @brief Triggered when individual resource has finished loading.
- */
- void loadComplete(HResource& resource);
- /**
- * @brief Callback triggered when the task manager is ready to process the loading task.
- */
- void loadCallback(const Path& filePath, HResource& resource);
- /**
- * @brief Destroys a resource, freeing its memory.
- */
- void destroy(ResourceHandleBase& resource);
- private:
- Vector<ResourceManifestPtr> mResourceManifests;
- ResourceManifestPtr mDefaultResourceManifest;
- BS_MUTEX(mInProgressResourcesMutex);
- BS_MUTEX(mLoadedResourceMutex);
- UnorderedMap<String, WeakResourceHandle<Resource>> mHandles;
- UnorderedMap<String, LoadedResourceData> mLoadedResources;
- UnorderedMap<String, ResourceLoadData*> mInProgressResources; // Resources that are being asynchronously loaded
- UnorderedMap<String, Vector<ResourceLoadData*>> mDependantLoads; // Allows dependency to be notified when a dependant is loaded
- };
- /**
- * @brief Provides global access to the resource manager.
- */
- BS_CORE_EXPORT Resources& gResources();
- }
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