/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2005 The OGRE Team
Also see acknowledgements in Readme.html
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
-----------------------------------------------------------------------------
*/
#ifndef _ResourceGroupManager_H__
#define _ResourceGroupManager_H__
#include "OgrePrerequisites.h"
#include "OgreSingleton.h"
#include "OgreCommon.h"
#include "OgreDataStream.h"
#include "OgreResource.h"
#include "OgreArchive.h"
namespace Ogre {
/** This abstract class defines an interface which is called back during
resource group loading to indicate the progress of the load.
@remarks
Resource group loading is in 2 phases - creating resources from
declarations (which includes parsing scripts), and loading
resources. Note that you don't necessarily have to have both; it
is quite possible to just parse all the scripts for a group (see
ResourceGroupManager::initialiseResourceGroup, but not to
load the resource group.
The sequence of events is (* signifies a repeating item):
- resourceGroupScriptingStarted
- scriptParseStarted (*)
- scriptParseEnded (*)
- resourceGroupScriptingEnded
- resourceGroupLoadStarted
- resourceLoadStarted (*)
- resourceLoadEnded (*)
- worldGeometryStageStarted (*)
- worldGeometryStageEnded (*)
- resourceGroupLoadEnded
@note
If OGRE_THREAD_SUPPORT is 1, this class is thread-safe.
*/
class _OgreExport ResourceGroupListener
{
public:
virtual ~ResourceGroupListener() {}
/** This event is fired when a resource group begins parsing scripts.
@param groupName The name of the group
@param scriptCount The number of scripts which will be parsed
*/
virtual void resourceGroupScriptingStarted(const String& groupName, size_t scriptCount) = 0;
/** This event is fired when a script is about to be parsed.
@param scriptName Name of the to be parsed
*/
virtual void scriptParseStarted(const String& scriptName) = 0;
/** This event is fired when the script has been fully parsed.
*/
virtual void scriptParseEnded(void) = 0;
/** This event is fired when a resource group finished parsing scripts. */
virtual void resourceGroupScriptingEnded(const String& groupName) = 0;
/** This event is fired when a resource group begins loading.
@param groupName The name of the group being loaded
@param resourceCount The number of resources which will be loaded, including
a number of stages required to load any linked world geometry
*/
virtual void resourceGroupLoadStarted(const String& groupName, size_t resourceCount) = 0;
/** This event is fired when a declared resource is about to be loaded.
@param resource Weak reference to the resource loaded.
*/
virtual void resourceLoadStarted(const ResourcePtr& resource) = 0;
/** This event is fired when the resource has been loaded.
*/
virtual void resourceLoadEnded(void) = 0;
/** This event is fired when a stage of loading linked world geometry
is about to start. The number of stages required will have been
included in the resourceCount passed in resourceGroupLoadStarted.
@param description Text description of what was just loaded
*/
virtual void worldGeometryStageStarted(const String& description) = 0;
/** This event is fired when a stage of loading linked world geometry
has been completed. The number of stages required will have been
included in the resourceCount passed in resourceGroupLoadStarted.
@param description Text description of what was just loaded
*/
virtual void worldGeometryStageEnded(void) = 0;
/** This event is fired when a resource group finished loading. */
virtual void resourceGroupLoadEnded(const String& groupName) = 0;
};
/** This singleton class manages the list of resource groups, and notifying
the various resource managers of their obligations to load / unload
resources in a group. It also provides facilities to monitor resource
loading per group (to do progress bars etc), provided the resources
that are required are pre-registered.
@par
Defining new resource groups, and declaring the resources you intend to
use in advance is optional, however it is a very useful feature. In addition,
if a ResourceManager supports the definition of resources through scripts,
then this is the class which drives the locating of the scripts and telling
the ResourceManager to parse them.
@par
There are several states that a resource can be in (the concept, not the
object instance in this case):
- Undefined. Nobody knows about this resource yet. It might be
in the filesystem, but Ogre is oblivious to it at the moment - there
is no Resource instance. This might be because it's never been declared
(either in a script, or using ResourceGroupManager::declareResource), or
it may have previously been a valid Resource instance but has been
removed, either individually through ResourceManager::remove or as a group
through ResourceGroupManager::clearResourceGroup.
- Declared. Ogre has some forewarning of this resource, either
through calling ResourceGroupManager::declareResource, or by declaring
the resource in a script file which is on one of the resource locations
which has been defined for a group. There is still no instance of Resource,
but Ogre will know to create this resource when
ResourceGroupManager::initialiseResourceGroup is called (which is automatic
if you declare the resource group before Root::initialise).
- Unloaded. There is now a Resource instance for this resource,
although it is not loaded. This means that code which looks for this
named resource will find it, but the Resource is not using a lot of memory
because it is in an unloaded state. A Resource can get into this state
by having just been created by ResourceGroupManager::initialiseResourceGroup
(either from a script, or from a call to declareResource), by
being created directly from code (ResourceManager::create), or it may
have previously been loaded and has been unloaded, either individually
through Resource::unload, or as a group through ResourceGroupManager::unloadResourceGroup.
- LoadedThe Resource instance is fully loaded. This may have
happened implicitly because something used it, or it may have been
loaded as part of a group.
@see ResourceGroupManager::declareResource
@see ResourceGroupManager::initialiseResourceGroup
@see ResourceGroupManager::loadResourceGroup
@see ResourceGroupManager::unloadResourceGroup
@see ResourceGroupManager::clearResourceGroup
*/
class _OgreExport ResourceGroupManager : public Singleton
{
public:
OGRE_AUTO_MUTEX // public to allow external locking
/// Default resource group name
static String DEFAULT_RESOURCE_GROUP_NAME;
/// Internal resource group name (should be used by OGRE internal only)
static String INTERNAL_RESOURCE_GROUP_NAME;
/// Bootstrap resource group name (min OGRE resources)
static String BOOTSTRAP_RESOURCE_GROUP_NAME;
/// Special resource group name which causes resource group to be automatically determined based on searching for the resource in all groups.
static String AUTODETECT_RESOURCE_GROUP_NAME;
/// The number of reference counts held per resource by the resource system
static size_t RESOURCE_SYSTEM_NUM_REFERENCE_COUNTS;
/// Nested struct defining a resource declaration
struct ResourceDeclaration
{
String resourceName;
String resourceType;
ManualResourceLoader* loader;
NameValuePairList parameters;
};
/// List of resource declarations
typedef std::list ResourceDeclarationList;
protected:
/// Map of resource types (strings) to ResourceManagers, used to notify them to load / unload group contents
typedef std::map ResourceManagerMap;
ResourceManagerMap mResourceManagerMap;
/// Map of loading order (Real) to ScriptLoader, used to order script parsing
typedef std::multimap ScriptLoaderOrderMap;
ScriptLoaderOrderMap mScriptLoaderOrderMap;
typedef std::vector ResourceGroupListenerList;
ResourceGroupListenerList mResourceGroupListenerList;
/// Resource index entry, resourcename->location
typedef std::map ResourceLocationIndex;
/// Resource location entry
struct ResourceLocation
{
/// Pointer to the archive which is the destination
Archive* archive;
/// Whether this location was added recursively
bool recursive;
};
/// List of possible file locations
typedef std::list LocationList;
/// List of resources which can be loaded / unloaded
typedef std::list LoadUnloadResourceList;
/// Resource group entry
struct ResourceGroup
{
OGRE_AUTO_MUTEX
/// Group name
String name;
/// Whether group has been initialised
bool initialised;
/// List of possible locations to search
LocationList locationList;
/// Index of resource names to locations, built for speedy access (case sensitive archives)
ResourceLocationIndex resourceIndexCaseSensitive;
/// Index of resource names to locations, built for speedy access (case insensitive archives)
ResourceLocationIndex resourceIndexCaseInsensitive;
/// Pre-declared resources, ready to be created
ResourceDeclarationList resourceDeclarations;
/// Created resources which are ready to be loaded / unloaded
// Group by loading order of the type (defined by ResourceManager)
// (e.g. skeletons and materials before meshes)
typedef std::map LoadResourceOrderMap;
LoadResourceOrderMap loadResourceOrderMap;
/// Linked world geometry, as passed to setWorldGeometry
String worldGeometry;
/// Scene manager to use with linked world geometry
SceneManager* worldGeometrySceneManager;
};
/// Map from resource group names to groups
typedef std::map ResourceGroupMap;
ResourceGroupMap mResourceGroupMap;
/// Group name for world resources
String mWorldGroupName;
/** Parses all the available scripts found in the resource locations
for the given group, for all ResourceManagers.
@remarks
Called as part of initialiseResourceGroup
*/
void parseResourceGroupScripts(ResourceGroup* grp);
/** Create all the pre-declared resources.
@remarks
Called as part of initialiseResourceGroup
*/
void createDeclaredResources(ResourceGroup* grp);
/** Adds a created resource to a group. */
void addCreatedResource(ResourcePtr& res, ResourceGroup& group);
/** Get resource group */
ResourceGroup* getResourceGroup(const String& name);
/** Drops contents of a group, leave group there, notify ResourceManagers. */
void dropGroupContents(ResourceGroup* grp);
/** Delete a group for shutdown - don't notify ResourceManagers. */
void deleteGroup(ResourceGroup* grp);
/// Internal find method for auto groups
ResourceGroup* findGroupContainingResourceImpl(const String& filename);
/// Internal event firing method
void fireResourceGroupScriptingStarted(const String& groupName, size_t scriptCount);
/// Internal event firing method
void fireScriptStarted(const String& scriptName);
/// Internal event firing method
void fireScriptEnded(void);
/// Internal event firing method
void fireResourceGroupScriptingEnded(const String& groupName);
/// Internal event firing method
void fireResourceGroupLoadStarted(const String& groupName, size_t resourceCount);
/// Internal event firing method
void fireResourceStarted(const ResourcePtr& resource);
/// Internal event firing method
void fireResourceEnded(void);
/// Internal event firing method
void fireResourceGroupLoadEnded(const String& groupName);
/// Stored current group - optimisation for when bulk loading a group
ResourceGroup* mCurrentGroup;
public:
ResourceGroupManager();
virtual ~ResourceGroupManager();
/** Create a resource group.
@remarks
A resource group allows you to define a set of resources that can
be loaded / unloaded as a unit. For example, it might be all the
resources used for the level of a game. There is always one predefined
resource group called ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
which is typically used to hold all resources which do not need to
be unloaded until shutdown. There is another predefined resource
group called ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME too,
which should be used by OGRE internal only, the resources created
in this group aren't supposed to modify, unload or remove by user.
You can create additional ones so that you can control the life of
your resources in whichever way you wish.
There is one other predefined value,
ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME; using this
causes the group name to be derived at load time by searching for
the resource in the resource locations of each group in turn.
@par
Once you have defined a resource group, resources which will be loaded
as part of it are defined in one of 3 ways:
- Manually through declareResource(); this is useful for scripted
declarations since it is entirely generalised, and does not
create Resource instances right away
- Through the use of scripts; some ResourceManager subtypes have
script formats (e.g. .material, .overlay) which can be used
to declare resources
- By calling ResourceManager::create to create a resource manually.
This resource will go on the list for it's group and will be loaded
and unloaded with that group
You must remember to call initialiseResourceGroup if you intend to use
the first 2 types.
@param name The name to give the resource group.
*/
void createResourceGroup(const String& name);
/** Initialises a resource group.
@remarks
After creating a resource group, adding some resource locations, and
perhaps pre-declaring some resources using declareResource(), but
before you need to use the resources in the group, you
should call this method to initialise the group. By calling this,
you are triggering the following processes:
- Scripts for all resource types which support scripting are
parsed from the resource locations, and resources within them are
created (but not loaded yet).
- Creates all the resources which have just pre-declared using
declareResource (again, these are not loaded yet)
So what this essentially does is create a bunch of unloaded Resource entries
in the respective ResourceManagers based on scripts, and resources
you've pre-declared. That means that code looking for these resources
will find them, but they won't be taking up much memory yet, until
they are either used, or they are loaded in bulk using loadResourceGroup.
Loading the resource group in bulk is entirely optional, but has the
advantage of coming with progress reporting as resources are loaded.
@par
Failure to call this method means that loadResourceGroup will do
nothing, and any resources you define in scripts will not be found.
Similarly, once you have called this method you won't be able to
pick up any new scripts or pre-declared resources, unless you
call clearResourceGroup, set up declared resources, and call this
method again.
@note
When you call Root::initialise, all resource groups that have already been
created are automatically initialised too. Therefore you do not need to
call this method for groups you define and set up before you call
Root::initialise. However, since one of the most useful features of
resource groups is to set them up after the main system initialisation
has occurred (e.g. a group per game level), you must remember to call this
method for the groups you create after this.
@param name The name of the resource group to initialise
*/
void initialiseResourceGroup(const String& name);
/** Initialise all resource groups which are yet to be initialised.
@see ResourceGroupManager::intialiseResourceGroup
*/
void initialiseAllResourceGroups(void);
/** Loads a resource group.
@remarks
Loads any created resources which are part of the named group.
Note that resources must have already been created by calling
ResourceManager::create, or declared using declareResource() or
in a script (such as .material and .overlay). The latter requires
that initialiseResourceGroup has been called.
When this method is called, this class will callback any ResourceGroupListeners
which have been registered to update them on progress.
@param name The name to of the resource group to load.
@param loadMainResources If true, loads normal resources associated
with the group (you might want to set this to false if you wanted
to just load world geometry in bulk)
@param loadWorldGeom If true, loads any linked world geometry
@see ResourceGroupManager::linkWorldGeometryToResourceGroup
*/
void loadResourceGroup(const String& name, bool loadMainResources = true,
bool loadWorldGeom = true);
/** Unloads a resource group.
@remarks
This method unloads all the resources that have been declared as
being part of the named resource group. Note that these resources
will still exist in their respective ResourceManager classes, but
will be in an unloaded state. If you want to remove them entirely,
you should use clearResourceGroup or destroyResourceGroup.
@param name The name to of the resource group to unload.
@param reloadableOnly If set to true, 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.
*/
void unloadResourceGroup(const String& name, bool reloadableOnly = true);
/** Unload all resources which are not referenced by any other object.
@remarks
This method behaves like unloadResourceGroup, except that it only
unloads resources in the group 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).
@param name The name of the group to check for unreferenced resources
@param reloadableOnly If true (the default), only unloads resources
which can be subsequently automatically reloaded
*/
void unloadUnreferencedResourcesInGroup(const String& name,
bool reloadableOnly = true);
/** Clears a resource group.
@remarks
This method unloads all resources in the group, but in addition it
removes all those resources from their ResourceManagers, and then
clears all the members from the list. That means after calling this
method, there are no resources declared as part of the named group
any more. Resource locations still persist though.
@param name The name to of the resource group to clear.
*/
void clearResourceGroup(const String& name);
/** Destroys a resource group, clearing it first, destroying the resources
which are part of it, and then removing it from
the list of resource groups.
@param name The name of the resource group to destroy.
*/
void destroyResourceGroup(const String& name);
/** Method to add a resource location to for a given resource group.
@remarks
Resource locations are places which are searched to load resource files.
When you choose to load a file, or to search for valid files to load,
the resource locations are used.
@param name The name of the resource location; probably a directory, zip file, URL etc.
@param locType The codename for the resource type, which must correspond to the
Archive factory which is providing the implementation.
@param resGroup The name of the resource group for which this location is
to apply. ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME is the
default group which always exists, and can
be used for resources which are unlikely to be unloaded until application
shutdown. Otherwise it must be the name of a group; if it
has not already been created with createResourceGroup then it is created
automatically.
@param recursive Whether subdirectories will be searched for files when using
a pattern match (such as *.material), and whether subdirectories will be
indexed. This can slow down initial loading of the archive and searches.
When opening a resource you still need to use the fully qualified name,
this allows duplicate names in alternate paths.
*/
void addResourceLocation(const String& name, const String& locType,
const String& resGroup = DEFAULT_RESOURCE_GROUP_NAME, bool recursive = false);
/** Removes a resource location from the search path. */
void removeResourceLocation(const String& name,
const String& resGroup = DEFAULT_RESOURCE_GROUP_NAME);
/** Declares a resource to be a part of a resource group, allowing you
to load and unload it as part of the group.
@remarks
By declaring resources before you attempt to use them, you can
more easily control the loading and unloading of those resources
by their group. Declaring them also allows them to be enumerated,
which means events can be raised to indicate the loading progress
(@see ResourceGroupListener). Note that another way of declaring
resources is to use a script specific to the resource type, if
available (e.g. .material).
@par
Declared resources are not created as Resource instances (and thus
are not available through their ResourceManager) until initialiseResourceGroup
is called, at which point all declared resources will become created
(but unloaded) Resource instances, along with any resources declared
in scripts in resource locations associated with the group.
@param name The resource name.
@param resourceType The type of the resource. Ogre comes preconfigured with
a number of resource types:
- Font
- GpuProgram
- HighLevelGpuProgram
- Material
- Mesh
- Skeleton
- Texture
.. but more can be added by plugin ResourceManager classes.
@param groupName The name of the group to which it will belong.
@param loadParameters A list of name / value pairs which supply custom
parameters to the resource which will be required before it can
be loaded. These are specific to the resource type.
*/
void declareResource(const String& name, const String& resourceType,
const String& groupName = DEFAULT_RESOURCE_GROUP_NAME,
const NameValuePairList& loadParameters = NameValuePairList());
/** Declares a resource to be a part of a resource group, allowing you
to load and unload it as part of the group.
@remarks
By declaring resources before you attempt to use them, you can
more easily control the loading and unloading of those resources
by their group. Declaring them also allows them to be enumerated,
which means events can be raised to indicate the loading progress
(@see ResourceGroupListener). Note that another way of declaring
resources is to use a script specific to the resource type, if
available (e.g. .material).
@par
Declared resources are not created as Resource instances (and thus
are not available through their ResourceManager) until initialiseResourceGroup
is called, at which point all declared resources will become created
(but unloaded) Resource instances, along with any resources declared
in scripts in resource locations associated with the group.
@param name The resource name.
@param resourceType The type of the resource. Ogre comes preconfigured with
a number of resource types:
- Font
- GpuProgram
- HighLevelGpuProgram
- Material
- Mesh
- Skeleton
- Texture
.. but more can be added by plugin ResourceManager classes.
@param groupName The name of the group to which it will belong.
@param loader Pointer to a ManualResourceLoader implementation which will
be called when the Resource wishes to load. If supplied, the resource
is manually loaded, otherwise it'll loading from file automatic.
@note We don't support declare manually loaded resource without loader
here, since it's meaningless.
@param loadParameters A list of name / value pairs which supply custom
parameters to the resource which will be required before it can
be loaded. These are specific to the resource type.
*/
void declareResource(const String& name, const String& resourceType,
const String& groupName, ManualResourceLoader* loader,
const NameValuePairList& loadParameters = NameValuePairList());
/** Undeclare a resource.
@remarks
Note that this will not cause it to be unloaded
if it is already loaded, nor will it destroy a resource which has
already been created if initialiseResourceGroup has been called already.
Only unloadResourceGroup / clearResourceGroup / destroyResourceGroup
will do that.
@param name The name of the resource.
@param groupName The name of the group this resource was declared in.
*/
void undeclareResource(const String& name, const String& groupName);
/** Open a single resource by name and return a DataStream
pointing at the source of the data.
@param resourceName The name of the resource to locate.
Even if resource locations are added recursively, you
must provide a fully qualified name to this method. You
can find out the matching fully qualified names by using the
find() method if you need to.
@param groupName The name of the resource group; this determines which
locations are searched.
@param searchGroupsIfNotFound If true, if the resource is not found in
the group specified, other groups will be searched. If you're
loading a real Resource using this option, you must
also provide the resourceBeingLoaded parameter to enable the
group membership to be changed
@param resourceBeingLoaded Optional pointer to the resource being
loaded, which you should supply if you want
@returns Shared pointer to data stream containing the data, will be
destroyed automatically when no longer referenced
*/
DataStreamPtr openResource(const String& resourceName,
const String& groupName = DEFAULT_RESOURCE_GROUP_NAME,
bool searchGroupsIfNotFound = true, Resource* resourceBeingLoaded = 0);
/** Open all resources matching a given pattern (which can contain
the character '*' as a wildcard), and return a collection of
DataStream objects on them.
@param pattern The pattern to look for. If resource locations have been
added recursively, subdirectories will be searched too so this
does not need to be fully qualified.
@param groupName The resource group; this determines which locations
are searched.
@returns Shared pointer to a data stream list , will be
destroyed automatically when no longer referenced
*/
DataStreamListPtr openResources(const String& pattern,
const String& groupName = DEFAULT_RESOURCE_GROUP_NAME);
/** List all file names in a resource group.
@note
This method only returns filenames, you can also retrieve other
information using listFileInfo.
@param groupName The name of the group
@returns A list of filenames matching the criteria, all are fully qualified
*/
StringVectorPtr listResourceNames(const String& groupName);
/** List all files in a resource group with accompanying information.
@param groupName The name of the group
@returns A list of structures detailing quite a lot of information about
all the files in the archive.
*/
FileInfoListPtr listResourceFileInfo(const String& groupName);
/** Find all file names matching a given pattern in a resource group.
@note
This method only returns filenames, you can also retrieve other
information using findFileInfo.
@param groupName The name of the group
@param pattern The pattern to search for; wildcards (*) are allowed
@returns A list of filenames matching the criteria, all are fully qualified
*/
StringVectorPtr findResourceNames(const String& groupName, const String& pattern);
/** Find out if the named file exists in a group.
@param group The name of the resource group
@param filename Fully qualified name of the file to test for
*/
bool resourceExists(const String& group, const String& filename);
/** Find out if the named file exists in a group.
@param group Pointer to the resource group
@param filename Fully qualified name of the file to test for
*/
bool resourceExists(ResourceGroup* group, const String& filename);
/** Find the group in which a resource exists.
@param filename Fully qualified name of the file the resource should be
found as
@returns Name of the resource group the resource was found in. An
exception is thrown if the group could not be determined.
*/
const String& findGroupContainingResource(const String& filename);
/** Find all files matching a given pattern in a group and get
some detailed information about them.
@param group The name of the resource group
@param pattern The pattern to search for; wildcards (*) are allowed
@returns A list of file information structures for all files matching
the criteria.
*/
FileInfoListPtr findResourceFileInfo(const String& group, const String& pattern);
/** Adds a ResourceGroupListener which will be called back during
resource loading events.
*/
void addResourceGroupListener(ResourceGroupListener* l);
/** Removes a ResourceGroupListener */
void removeResourceGroupListener(ResourceGroupListener* l);
/** Sets the resource group that 'world' resources will use.
@remarks
This is the group which should be used by SceneManagers implementing
world geometry when looking for their resources. Defaults to the
DEFAULT_RESOURCE_GROUP_NAME but this can be altered.
*/
void setWorldResourceGroupName(const String& groupName) {mWorldGroupName = groupName;}
/// Sets the resource group that 'world' resources will use.
const String& getWorldResourceGroupName(void) const { return mWorldGroupName; }
/** Associates some world geometry with a resource group, causing it to
be loaded / unloaded with the resource group.
@remarks
You would use this method to essentially defer a call to
SceneManager::setWorldGeometry to the time when the resource group
is loaded. The advantage of this is that compatible scene managers
will include the estimate of the number of loading stages for that
world geometry when the resource group begins loading, allowing you
to include that in a loading progress report.
@param group The name of the resource group
@param worldGeometry The parameter which should be passed to setWorldGeometry
@param sceneManager The SceneManager which should be called
*/
void linkWorldGeometryToResourceGroup(const String& group,
const String& worldGeometry, SceneManager* sceneManager);
/** Clear any link to world geometry from a resource group.
@remarks
Basically undoes a previous call to linkWorldGeometryToResourceGroup.
*/
void unlinkWorldGeometryFromResourceGroup(const String& group);
/** Shutdown all ResourceManagers, performed as part of clean-up. */
void shutdownAll(void);
/** Internal method for registering a ResourceManager (which should be
a singleton). Creators of plugins can register new ResourceManagers
this way if they wish.
@remarks
ResourceManagers that wish to parse scripts must also call
_registerScriptLoader.
@param resourceType String identifying the resource type, must be unique.
@param rm Pointer to the ResourceManager instance.
*/
void _registerResourceManager(const String& resourceType, ResourceManager* rm);
/** Internal method for unregistering a ResourceManager.
@remarks
ResourceManagers that wish to parse scripts must also call
_unregisterScriptLoader.
@param resourceType String identifying the resource type.
*/
void _unregisterResourceManager(const String& resourceType);
/** Internal method for registering a ScriptLoader.
@remarks ScriptLoaders parse scripts when resource groups are initialised.
@param su Pointer to the ScriptLoader instance.
*/
void _registerScriptLoader(ScriptLoader* su);
/** Internal method for unregistering a ScriptLoader.
@param su Pointer to the ScriptLoader instance.
*/
void _unregisterScriptLoader(ScriptLoader* su);
/** Internal method for getting a registered ResourceManager.
@param resourceType String identifying the resource type.
*/
ResourceManager* _getResourceManager(const String& resourceType);
/** Internal method called by ResourceManager when a resource is created.
@param res Weak reference to resource
*/
void _notifyResourceCreated(ResourcePtr& res);
/** Internal method called by ResourceManager when a resource is removed.
@param res Weak reference to resource
*/
void _notifyResourceRemoved(ResourcePtr& res);
/** Internale method to notify the group manager that a resource has
changed group (only applicable for autodetect group) */
void _notifyResourceGroupChanged(const String& oldGroup, Resource* res);
/** Internal method called by ResourceManager when all resources
for that manager are removed.
@param manager Pointer to the manager for which all resources are being removed
*/
void _notifyAllResourcesRemoved(ResourceManager* manager);
/** Notify this manager that one stage of world geometry loading has been
started.
@remarks
Custom SceneManagers which load custom world geometry should call this
method the number of times equal to the value they return from
SceneManager::estimateWorldGeometry while loading their geometry.
*/
void _notifyWorldGeometryStageStarted(const String& description);
/** Notify this manager that one stage of world geometry loading has been
completed.
@remarks
Custom SceneManagers which load custom world geometry should call this
method the number of times equal to the value they return from
SceneManager::estimateWorldGeometry while loading their geometry.
*/
void _notifyWorldGeometryStageEnded(void);
/** Get a list of the currently defined resource groups.
@note This method intentionally returns a copy rather than a reference in
order to avoid any contention issues in multithreaded applications.
@returns A copy of list of currently defined groups.
*/
StringVector getResourceGroups(void);
/** Get the list of resource declarations for the specified group name.
@note This method intentionally returns a copy rather than a reference in
order to avoid any contention issues in multithreaded applications.
@param groupName The name of the group
@returns A copy of list of currently defined resources.
*/
ResourceDeclarationList getResourceDeclarationList(const String& groupName);
/** Override standard Singleton retrieval.
@remarks
Why do we do this? Well, it's because the Singleton
implementation is in a .h file, which means it gets compiled
into anybody who includes it. This is needed for the
Singleton template to work, but we actually only want it
compiled into the implementation of the class based on the
Singleton, not all of them. If we don't change this, we get
link errors when trying to use the Singleton-based class from
an outside dll.
@par
This method just delegates to the template version anyway,
but the implementation stays in this single compilation unit,
preventing link errors.
*/
static ResourceGroupManager& getSingleton(void);
/** Override standard Singleton retrieval.
@remarks
Why do we do this? Well, it's because the Singleton
implementation is in a .h file, which means it gets compiled
into anybody who includes it. This is needed for the
Singleton template to work, but we actually only want it
compiled into the implementation of the class based on the
Singleton, not all of them. If we don't change this, we get
link errors when trying to use the Singleton-based class from
an outside dll.
@par
This method just delegates to the template version anyway,
but the implementation stays in this single compilation unit,
preventing link errors.
*/
static ResourceGroupManager* getSingletonPtr(void);
};
}
#endif