Torque3D/Engine/source/core/resourceManager.h

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _RESOURCEMANAGER_H_
#define _RESOURCEMANAGER_H_
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _TDICTIONARY_H_
#include "core/util/tDictionary.h"
#endif
using namespace Torque;
class ResourceManager
{
public:
static ResourceManager &get();
ResourceBase load(const Torque::Path &path);
ResourceBase find(const Torque::Path &path);
ResourceBase startResourceList( ResourceBase::Signature inSignature = U32_MAX );
ResourceBase nextResource();
void reloadResource( const Torque::Path &path, bool showMessage = false );
typedef Signal<void(const Torque::Path &path)> ChangedSignal;
/// Registering with this signal will give an opportunity to handle a change to the
/// resource on disk. For example, if a PNG file is edited by the artist and saved
/// the ResourceManager will signal that the file has changed so the TextureManager
/// may act appropriately - which probably means to re-init the materials using that PNG.
/// The signal passes the Resource's signature so the callee may filter these.
ChangedSignal &getChangedSignal() { return mChangeSignal; }
#ifdef TORQUE_DEBUG
void dumpToConsole();
#endif
~ResourceManager();
protected:
friend class ResourceBase::Header;
ResourceManager();
bool remove( ResourceBase::Header* header );
void notifiedFileChanged( const Torque::Path &path );
typedef HashTable<String,ResourceBase::Header*> ResourceHeaderMap;
/// The map of resources.
ResourceHeaderMap mResourceHeaderMap;
/// The map of old resources which have been replaced by
/// new resources from a file change notification.
ResourceHeaderMap mPrevResourceHeaderMap;
ResourceHeaderMap::Iterator mIter;
U32 mIterSigFilter;
ChangedSignal mChangeSignal;
};
#endif