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- //********************************** 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
- * @{
- */
- /** Flags that can be used to control resource loading. */
- enum class ResourceLoadFlag
- {
- /** No flags. */
- None = 0,
- /** If enabled all resources referenced by the root resource will be loaded as well. */
- LoadDependencies = 1 << 0,
- /**
- * If enabled 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 Resources::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.
- */
- KeepInternalRef = 1 << 1,
- /**
- * Determines if the loaded resource keeps original data loaded. Sometime resources will process loaded data
- * and discard the original (e.g. uncompressing audio on load). This flag can prevent the resource from discarding
- * the original data. The original data might be required for saving the resource (via Resources::save), but will
- * use up extra memory. Normally you want to keep this enabled if you plan on saving the resource to disk.
- */
- KeepSourceData = 1 << 2,
- /** Default set of flags used for resource loading. */
- Default = LoadDependencies | KeepInternalRef
- };
- typedef Flags<ResourceLoadFlag> ResourceLoadFlags;
- BS_FLAGS_OPERATORS(ResourceLoadFlag);
- /**
- * 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>
- {
- /** Information about a loaded resource. */
- struct LoadedResourceData
- {
- LoadedResourceData()
- :numInternalRefs(0)
- { }
- LoadedResourceData(const WeakResourceHandle<Resource>& resource)
- :resource(resource), numInternalRefs(0)
- { }
- WeakResourceHandle<Resource> resource;
- UINT32 numInternalRefs;
- };
- /** Information about a resource that's currently being loaded. */
- struct ResourceLoadData
- {
- ResourceLoadData(const WeakResourceHandle<Resource>& resource, UINT32 numDependencies)
- :resData(resource), remainingDependencies(numDependencies)
- { }
- LoadedResourceData resData;
- SPtr<Resource> 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] loadFlags Flags used to control the load process.
- *
- * @see release(ResourceHandleBase&), unloadAllUnused()
- */
- HResource load(const Path& filePath, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default);
- /** @copydoc load(const Path&, ResourceLoadFlags) */
- template <class T>
- ResourceHandle<T> load(const Path& filePath, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default)
- {
- return static_resource_cast<T>(load(filePath, loadFlags));
- }
- /**
- * Loads the resource for the provided weak resource handle, or returns a loaded resource if already loaded.
- *
- * @see load(const Path&, ResourceLoadFlags)
- */
- HResource load(const WeakResourceHandle<Resource>& handle, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default);
- /** @copydoc load(const WeakResourceHandle<Resource>&, ResourceLoadFlags) */
- template <class T>
- ResourceHandle<T> load(const WeakResourceHandle<T>& handle, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default)
- {
- return static_resource_cast<T>(load((const WeakResourceHandle<Resource>&)handle, loadFlags));
- }
- /**
- * Loads the resource asynchronously. Initially returned resource handle will be invalid until resource loading is
- * done.
- *
- * @param[in] filePath Full pathname of the file.
- * @param[in] loadFlags Flags used to control the load process.
- *
- * @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&, ResourceLoadFlags)
- */
- HResource loadAsync(const Path& filePath, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default);
- /** @copydoc loadAsync */
- template <class T>
- ResourceHandle<T> loadAsync(const Path& filePath, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default)
- {
- return static_resource_cast<T>(loadAsync(filePath, loadFlags));
- }
- /**
- * 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] loadFlags Flags used to control the load process.
- *
- * @see load(const Path&, bool)
- */
- HResource loadFromUUID(const String& uuid, bool async = false, ResourceLoadFlags loadFlags = ResourceLoadFlag::Default);
- /**
- * 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[in] resource 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);
- /**
- * Saves an existing resource to its previous location.
- *
- * @param[in] 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 SPtr<Resource>& 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 SPtr<ResourceManifest>& manifest);
- /** Unregisters a resource manifest previously registered with registerResourceManifest(). */
- void unregisterResourceManifest(const SPtr<ResourceManifest>& 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
- */
- SPtr<ResourceManifest> 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 ******
- /** @name Internal
- * @{
- */
- /**
- * Creates a new resource handle from a resource pointer.
- *
- * @note Internal method used primarily be resource factory methods.
- */
- HResource _createResourceHandle(const SPtr<Resource>& obj);
- /** Returns an existing handle for the specified UUID if one exists, or creates a new one. */
- HResource _getResourceHandle(const String& uuid);
- /** @} */
- 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.
- */
- HResource loadInternal(const String& UUID, const Path& filePath, bool synchronous, ResourceLoadFlags loadFlags);
- /** Performs actually reading and deserializing of the resource file. Called from various worker threads. */
- SPtr<Resource> loadFromDiskAndDeserialize(const Path& filePath, bool loadWithSaveData);
- /** 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, bool loadWithSaveData);
- /** Destroys a resource, freeing its memory. */
- void destroy(ResourceHandleBase& resource);
- private:
- Vector<SPtr<ResourceManifest>> mResourceManifests;
- SPtr<ResourceManifest> mDefaultResourceManifest;
- Mutex mInProgressResourcesMutex;
- 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();
- /** @} */
- }
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