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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2012 Torus Knot Software Ltd
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__
#include "OgrePrerequisites.h"
#include "OgreResource.h"
#include "OgreResourceGroupManager.h"
#include "OgreIteratorWrappers.h"
#include "OgreCommon.h"
#include "OgreDataStream.h"
#include "OgreStringVector.h"
#include "OgreScriptLoader.h"
namespace Ogre {
/** \addtogroup Core
* @{
*/
/** \addtogroup Resources
* @{
*/
/** Defines a generic resource handler.
@remarks
A resource manager is responsible for managing a pool of
resources of a particular type. It must index them, look
them up, load and destroy them. It may also need to stay within
a defined memory budget, and temporarily unload some resources
if it needs to to stay within this budget.
@par
Resource managers use a priority system to determine what can
be unloaded, and a Least Recently Used (LRU) policy within
resources of the same priority.
@par
Resources can be loaded using the generalised load interface,
and they can be unloaded and removed. In addition, each
subclass of ResourceManager will likely define custom 'load' methods
which take explicit parameters depending on the kind of resource
being created.
@note
Resources can be loaded and unloaded through the Resource class,
but they can only be removed (and thus eventually destroyed) using
their parent ResourceManager.
@note
If OGRE_THREAD_SUPPORT is 1, this class is thread-safe.
*/
class _OgreExport ResourceManager : public ScriptLoader, public ResourceAlloc
{
public:
OGRE_AUTO_MUTEX // public to allow external locking
ResourceManager();
virtual ~ResourceManager();
/** Creates a new blank resource, but does not immediately load it.
@remarks
Resource managers handle disparate types of resources, so if you want
to get at the detailed interface of this resource, you'll have to
cast the result to the subclass you know you're creating.
@param name The unique name of the resource
@param group The name of the resource group to attach this new resource to
@param isManual Is this resource manually loaded? If so, you should really
populate the loader parameter in order that the load process
can call the loader back when loading is required.
@param loader Pointer to a ManualLoader implementation which will be called
when the Resource wishes to load (should be supplied if you set
isManual to true). You can in fact leave this parameter null
if you wish, but the Resource will never be able to reload if
anything ever causes it to unload. Therefore provision of a proper
ManualLoader instance is strongly recommended.
@param createParams If any parameters are required to create an instance,
they should be supplied here as name / value pairs
*/
virtual ResourcePtr create(const String& name, const String& group,
bool isManual = false, ManualResourceLoader* loader = 0,
const NameValuePairList* createParams = 0);
typedef std::pair<ResourcePtr, bool> ResourceCreateOrRetrieveResult;
/** Create a new resource, or retrieve an existing one with the same
name if it already exists.
@remarks
This method performs the same task as calling getByName() followed
by create() if that returns null. The advantage is that it does it
in one call so there are no race conditions if using multiple
threads that could cause getByName() to return null, but create() to
fail because another thread created a resource in between.
@see ResourceManager::create
@see ResourceManager::getByName
@return A pair, the first element being the pointer, and the second being
an indicator specifying whether the resource was newly created.
*/
virtual ResourceCreateOrRetrieveResult createOrRetrieve(const String& name,
const String& group, bool isManual = false,
ManualResourceLoader* loader = 0,
const NameValuePairList* createParams = 0);
/** Set a limit on the amount of memory this resource handler may use.
@remarks
If, when asked to load a new resource, the manager believes it will exceed this memory
budget, it will temporarily unload a resource to make room for the new one. This unloading
is not permanent and the Resource is not destroyed; it simply needs to be reloaded when
next used.
*/
virtual void setMemoryBudget( size_t bytes);
/** Get the limit on the amount of memory this resource handler may use.
*/
virtual size_t getMemoryBudget(void) const;
/** Gets the current memory usage, in bytes. */
virtual size_t getMemoryUsage(void) const { return mMemoryUsage.get(); }
/** Unloads a single resource by name.
@remarks
Unloaded resources are not removed, they simply free up their memory
as much as they can and wait to be reloaded.
@see ResourceGroupManager for unloading of resource groups.
*/
virtual void unload(const String& name);
/** Unloads a single resource by handle.
@remarks
Unloaded resources are not removed, they simply free up their memory
as much as they can and wait to be reloaded.
@see ResourceGroupManager for unloading of resource groups.
*/
virtual void unload(ResourceHandle handle);
/** Unloads all resources.
@remarks
Unloaded resources are not removed, they simply free up their memory
as much as they can and wait to be reloaded.
@see ResourceGroupManager for unloading of resource groups.
@param reloadableOnly If true (the default), only unload the resource that
is reloadable. Because some resources isn't reloadable, they will be
unloaded but can't load them later. Thus, you might not want to them
unloaded. Or, you might unload all of them, and then populate them
manually later.
@see Resource::isReloadable for resource is reloadable.
*/
virtual void unloadAll(bool reloadableOnly = true);
/** Caused all currently loaded resources to be reloaded.
@remarks
All resources currently being held in this manager which are also
marked as currently loaded will be unloaded, then loaded again.
@param reloadableOnly If true (the default), only reload the resource that
is reloadable. Because some resources isn't reloadable, they will be
unloaded but can't loaded again. Thus, you might not want to them
unloaded. Or, you might unload all of them, and then populate them
manually later.
@see Resource::isReloadable for resource is reloadable.
*/
virtual void reloadAll(bool reloadableOnly = true);
/** Unload all resources which are not referenced by any other object.
@remarks
This method behaves like unloadAll, except that it only unloads resources
which are not in use, ie not referenced by other objects. This allows you
to free up some memory selectively whilst still keeping the group around
(and the resources present, just not using much memory).
@par
Some referenced resource may exists 'weak' pointer to their sub-components
(e.g. Entity held pointer to SubMesh), in this case, unload or reload that
resource will cause dangerous pointer access. Use this function instead of
unloadAll allows you avoid fail in those situations.
@param reloadableOnly If true (the default), only unloads resources
which can be subsequently automatically reloaded.
*/
virtual void unloadUnreferencedResources(bool reloadableOnly = true);
/** Caused all currently loaded but not referenced by any other object
resources to be reloaded.
@remarks
This method behaves like reloadAll, except that it only reloads resources
which are not in use, i.e. not referenced by other objects.
@par
Some referenced resource may exists 'weak' pointer to their sub-components
(e.g. Entity held pointer to SubMesh), in this case, unload or reload that
resource will cause dangerous pointer access. Use this function instead of
reloadAll allows you avoid fail in those situations.
@param reloadableOnly If true (the default), only reloads resources
which can be subsequently automatically reloaded.
*/
virtual void reloadUnreferencedResources(bool reloadableOnly = true);
/** Remove a single resource.
@remarks
Removes a single resource, meaning it will be removed from the list
of valid resources in this manager, also causing it to be unloaded.
@note
The word 'Destroy' is not used here, since
if any other pointers are referring to this resource, it will persist
until they have finished with it; however to all intents and purposes
it no longer exists and will likely get destroyed imminently.
@note
If you do have shared pointers to resources hanging around after the
ResourceManager is destroyed, you may get problems on destruction of
these resources if they were relying on the manager (especially if
it is a plugin). If you find you get problems on shutdown in the
destruction of resources, try making sure you release all your
shared pointers before you shutdown OGRE.
*/
virtual void remove(ResourcePtr& r);
/** Remove a single resource by name.
@remarks
Removes a single resource, meaning it will be removed from the list
of valid resources in this manager, also causing it to be unloaded.
@note
The word 'Destroy' is not used here, since
if any other pointers are referring to this resource, it will persist
until they have finished with it; however to all intents and purposes
it no longer exists and will likely get destroyed imminently.
@note
If you do have shared pointers to resources hanging around after the
ResourceManager is destroyed, you may get problems on destruction of
these resources if they were relying on the manager (especially if
it is a plugin). If you find you get problems on shutdown in the
destruction of resources, try making sure you release all your
shared pointers before you shutdown OGRE.
*/
virtual void remove(const String& name);
/** Remove a single resource by handle.
@remarks
Removes a single resource, meaning it will be removed from the list
of valid resources in this manager, also causing it to be unloaded.
@note
The word 'Destroy' is not used here, since
if any other pointers are referring to this resource, it will persist
until they have finished with it; however to all intents and purposes
it no longer exists and will likely get destroyed imminently.
@note
If you do have shared pointers to resources hanging around after the
ResourceManager is destroyed, you may get problems on destruction of
these resources if they were relying on the manager (especially if
it is a plugin). If you find you get problems on shutdown in the
destruction of resources, try making sure you release all your
shared pointers before you shutdown OGRE.
*/
virtual void remove(ResourceHandle handle);
/** Removes all resources.
@note
The word 'Destroy' is not used here, since
if any other pointers are referring to these resources, they will persist
until they have been finished with; however to all intents and purposes
the resources no longer exist and will get destroyed imminently.
@note
If you do have shared pointers to resources hanging around after the
ResourceManager is destroyed, you may get problems on destruction of
these resources if they were relying on the manager (especially if
it is a plugin). If you find you get problems on shutdown in the
destruction of resources, try making sure you release all your
shared pointers before you shutdown OGRE.
*/
virtual void removeAll(void);
/** Remove all resources which are not referenced by any other object.
@remarks
This method behaves like removeAll, except that it only removes resources
which are not in use, ie not referenced by other objects. This allows you
to free up some memory selectively whilst still keeping the group around
(and the resources present, just not using much memory).
@par
Some referenced resource may exists 'weak' pointer to their sub-components
(e.g. Entity held pointer to SubMesh), in this case, remove or reload that
resource will cause dangerous pointer access. Use this function instead of
removeAll allows you avoid fail in those situations.
@param reloadableOnly If true (the default), only removes resources
which can be subsequently automatically reloaded.
*/
virtual void removeUnreferencedResources(bool reloadableOnly = true);
/** Retrieves a pointer to a resource by name, or null if the resource does not exist.
*/
virtual ResourcePtr getByName(const String& name, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME);
/** Retrieves a pointer to a resource by handle, or null if the resource does not exist.
*/
virtual ResourcePtr getByHandle(ResourceHandle handle);
/// Returns whether the named resource exists in this manager
virtual bool resourceExists(const String& name)
{
return !getByName(name).isNull();
}
/// Returns whether a resource with the given handle exists in this manager
virtual bool resourceExists(ResourceHandle handle)
{
return !getByHandle(handle).isNull();
}
/** Notify this manager that a resource which it manages has been
'touched', i.e. used.
*/
virtual void _notifyResourceTouched(Resource* res);
/** Notify this manager that a resource which it manages has been
loaded.
*/
virtual void _notifyResourceLoaded(Resource* res);
/** Notify this manager that a resource which it manages has been
unloaded.
*/
virtual void _notifyResourceUnloaded(Resource* res);
/** Generic prepare method, used to create a Resource specific to this
ResourceManager without using one of the specialised 'prepare' methods
(containing per-Resource-type parameters).
@param name The name of the Resource
@param group The resource group to which this resource will belong
@param isManual Is the resource to be manually loaded? If so, you should
provide a value for the loader parameter
@param loader The manual loader which is to perform the required actions
when this resource is loaded; only applicable when you specify true
for the previous parameter
@param loadParams Optional pointer to a list of name/value pairs
containing loading parameters for this type of resource.
@param backgroundThread Optional boolean which lets the load routine know if it
is being run on the background resource loading thread
*/
virtual ResourcePtr prepare(const String& name,
const String& group, bool isManual = false,
ManualResourceLoader* loader = 0, const NameValuePairList* loadParams = 0,
bool backgroundThread = false);
/** Generic load method, used to create a Resource specific to this
ResourceManager without using one of the specialised 'load' methods
(containing per-Resource-type parameters).
@param name The name of the Resource
@param group The resource group to which this resource will belong
@param isManual Is the resource to be manually loaded? If so, you should
provide a value for the loader parameter
@param loader The manual loader which is to perform the required actions
when this resource is loaded; only applicable when you specify true
for the previous parameter
@param loadParams Optional pointer to a list of name/value pairs
containing loading parameters for this type of resource.
@param backgroundThread Optional boolean which lets the load routine know if it
is being run on the background resource loading thread
*/
virtual ResourcePtr load(const String& name,
const String& group, bool isManual = false,
ManualResourceLoader* loader = 0, const NameValuePairList* loadParams = 0,
bool backgroundThread = false);
/** Gets the file patterns which should be used to find scripts for this
ResourceManager.
@remarks
Some resource managers can read script files in order to define
resources ahead of time. These resources are added to the available
list inside the manager, but none are loaded initially. This allows
you to load the items that are used on demand, or to load them all
as a group if you wish (through ResourceGroupManager).
@par
This method lets you determine the file pattern which will be used
to identify scripts intended for this manager.
@return
A list of file patterns, in the order they should be searched in.
@see isScriptingSupported, parseScript
*/
virtual const StringVector& getScriptPatterns(void) const { return mScriptPatterns; }
/** Parse the definition of a set of resources from a script file.
@remarks
Some resource managers can read script files in order to define
resources ahead of time. These resources are added to the available
list inside the manager, but none are loaded initially. This allows
you to load the items that are used on demand, or to load them all
as a group if you wish (through ResourceGroupManager).
@param stream Weak reference to a data stream which is the source of the script
@param groupName The name of the resource group that resources which are
parsed are to become a member of. If this group is loaded or unloaded,
then the resources discovered in this script will be loaded / unloaded
with it.
*/
virtual void parseScript(DataStreamPtr& stream, const String& groupName)
{ (void)stream; (void)groupName; }
/** Gets the relative loading order of resources of this type.
@remarks
There are dependencies between some kinds of resource in terms of loading
order, and this value enumerates that. Higher values load later during
bulk loading tasks.
*/
virtual Real getLoadingOrder(void) const { return mLoadOrder; }
/** Gets a string identifying the type of resource this manager handles. */
const String& getResourceType(void) const { return mResourceType; }
/** Sets whether this manager and its resources habitually produce log output */
virtual void setVerbose(bool v) { mVerbose = v; }
/** Gets whether this manager and its resources habitually produce log output */
virtual bool getVerbose(void) { return mVerbose; }
/** Definition of a pool of resources, which users can use to reuse similar
resources many times without destroying and recreating them.
@remarks
This is a simple utility class which allows the reuse of resources
between code which has a changing need for them. For example,
*/
class _OgreExport ResourcePool : public Pool<ResourcePtr>, public ResourceAlloc
{
protected:
String mName;
public:
ResourcePool(const String& name);
~ResourcePool();
/// Get the name of the pool
const String& getName() const;
void clear();
};
/// Create a resource pool, or reuse one that already exists
ResourcePool* getResourcePool(const String& name);
/// Destroy a resource pool
void destroyResourcePool(ResourcePool* pool);
/// Destroy a resource pool
void destroyResourcePool(const String& name);
/// destroy all pools
void destroyAllResourcePools();
protected:
/** Allocates the next handle. */
ResourceHandle getNextHandle(void);
/** Create a new resource instance compatible with this manager (no custom
parameters are populated at this point).
@remarks
Subclasses must override this method and create a subclass of Resource.
@param name The unique name of the resource
@param group The name of the resource group to attach this new resource to
@param isManual Is this resource manually loaded? If so, you should really
populate the loader parameter in order that the load process
can call the loader back when loading is required.
@param loader Pointer to a ManualLoader implementation which will be called
when the Resource wishes to load (should be supplied if you set
isManual to true). You can in fact leave this parameter null
if you wish, but the Resource will never be able to reload if
anything ever causes it to unload. Therefore provision of a proper
ManualLoader instance is strongly recommended.
@param createParams If any parameters are required to create an instance,
they should be supplied here as name / value pairs. These do not need
to be set on the instance (handled elsewhere), just used if required
to differentiate which concrete class is created.
*/
virtual Resource* createImpl(const String& name, ResourceHandle handle,
const String& group, bool isManual, ManualResourceLoader* loader,
const NameValuePairList* createParams) = 0;
/** Add a newly created resource to the manager (note weak reference) */
virtual void addImpl( ResourcePtr& res );
/** Remove a resource from this manager; remove it from the lists. */
virtual void removeImpl( ResourcePtr& res );
/** Checks memory usage and pages out if required.
*/
virtual void checkUsage(void);
public:
typedef HashMap< String, ResourcePtr > ResourceMap;
typedef HashMap< String, ResourceMap > ResourceWithGroupMap;
typedef map<ResourceHandle, ResourcePtr>::type ResourceHandleMap;
protected:
ResourceHandleMap mResourcesByHandle;
ResourceMap mResources;
ResourceWithGroupMap mResourcesWithGroup;
ResourceHandle mNextHandle;
size_t mMemoryBudget; // In bytes
AtomicScalar<size_t> mMemoryUsage; // In bytes
bool mVerbose;
// IMPORTANT - all subclasses must populate the fields below
/// Patterns to use to look for scripts if supported (e.g. *.overlay)
StringVector mScriptPatterns;
/// Loading order relative to other managers, higher is later
Real mLoadOrder;
/// String identifying the resource type this manager handles
String mResourceType;
public:
typedef MapIterator<ResourceHandleMap> ResourceMapIterator;
/** Returns an iterator over all resources in this manager.
@note
Use of this iterator is NOT thread safe!
*/
ResourceMapIterator getResourceIterator(void)
{
return ResourceMapIterator(mResourcesByHandle.begin(), mResourcesByHandle.end());
}
protected:
typedef map<String, ResourcePool*>::type ResourcePoolMap;
ResourcePoolMap mResourcePoolMap;
};
/** @} */
/** @} */
}
#endif
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