| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319 |
- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsModule.h"
- namespace BansheeEngine
- {
- /** @addtogroup Resources
- * @{
- */
- /**
- * Manager for dealing with all engine resources. It allows you to save new resources and load existing ones.
- *
- * @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();
- /**
- * 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[in] filePath File path to the resource to load. This can be absolute or relative to
- * the working folder.
- * @param[in] loadDependencies If true all resources referenced by the root resource will be loaded as well.
- * @param[in] 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));
- }
- /**
- * 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));
- }
- /**
- * Loads the resource asynchronously. Initially returned resource handle will be invalid until resource loading is
- * done.
- *
- * @param[in] 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));
- }
- /**
- * Loads the resource with the given UUID. Returns an empty handle if resource can't be loaded.
- *
- * @param[in] uuid UUID of the resource to load.
- * @param[in] 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[in] loadDependencies If true all resources referenced by the root resource will be loaded as well.
- * @param[in] 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);
- /**
- * 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 @p 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);
- /**
- * Finds all resources that aren't being referenced outside of the resources system and unloads them.
- *
- * @see release(ResourceHandleBase&)
- */
- void unloadAllUnused();
- /**
- * Saves the resource at the specified location.
- *
- * @param[in] resource Handle to the resource.
- * @param[in] filePath Full pathname of the file to save as.
- * @param[in] 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.
- * @note
- * 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.
- * @note
- * 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);
- /**
- * 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);
- /**
- * 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[in] filePath Full path to the resource to get dependencies for.
- * @return List of dependencies represented as UUIDs.
- */
- Vector<String> getDependencies(const Path& filePath);
- /**
- * Checks is the resource with the specified UUID loaded.
- *
- * @param[in] uuid UUID of the resource to check.
- * @param[in] 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);
- /**
- *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);
- /** Unregisters a resource manifest previously registered with registerResourceManifest(). */
- void unregisterResourceManifest(const ResourceManifestPtr& manifest);
- /**
- * 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;
- /** Attempts to retrieve file path from the provided UUID. Returns true if successful, false otherwise. */
- bool getFilePathFromUUID(const String& uuid, Path& filePath) const;
- /** Attempts to retrieve UUID from the provided file path. Returns true if successful, false otherwise. */
- bool getUUIDFromFilePath(const Path& path, String& uuid) const;
- /**
- * 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;
- /**
- * 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;
- /**
- * 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;
- public: // ***** INTERNAL ******
- /** @cond INTERNAL */
- /**
- * Creates a new resource handle from a resource pointer.
- *
- * @note Internal method used primarily be resource factory methods.
- */
- HResource _createResourceHandle(const ResourcePtr& obj);
- /** Returns an existing handle for the specified UUID if one exists, or creates a new one. */
- HResource _getResourceHandle(const String& uuid);
- /** @endcond */
- private:
- friend class ResourceHandleBase;
- /**
- * 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[in] incrementRef Determines should the internal reference count be incremented.
- */
- HResource loadInternal(const String& UUID, const Path& filePath, bool synchronous, bool loadDependencies, bool incrementRef);
- /** Performs actually reading and deserializing of the resource file. Called from various worker threads. */
- ResourcePtr loadFromDiskAndDeserialize(const Path& filePath);
- /** Triggered when individual resource has finished loading. */
- void loadComplete(HResource& resource);
- /** Callback triggered when the task manager is ready to process the loading task. */
- void loadCallback(const Path& filePath, HResource& resource);
- /** 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
- };
- /** Provides easier access to Resources manager. */
- BS_CORE_EXPORT Resources& gResources();
- /** @} */
- }
|