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source: orxonox.OLD/branches/network/src/util/loading/resource_manager.h @ 6177

Last change on this file since 6177 was 5994, checked in by bensch, 19 years ago

orxonox/trunk: much cleaner Model Loading unloading, model is now private to WorldEntity (not protected)

File size: 5.2 KB
Line 
1/*!
2 * @file resource_manager.h
3  *  The Resource Manager checks if a file/resource is loaded.
4
5    If a file/resource was already loaded the resourceManager will
6    return a void pointer to the desired resource.
7    Otherwise it will instruct the coresponding resource-loader to load,
8    and receive a pointer to it.
9
10    it is possible to compile the resource Manager without some modules by
11    just adding the compile flag -D....
12    (NO_MODEL)
13    (NO_AUDIO)
14    (NO_TEXT)
15    (NO_TEXTURES)
16*/
17
18#ifndef _RESOURCE_MANAGER_H
19#define _RESOURCE_MANAGER_H
20
21#include "base_object.h"
22
23#include "stdlibincl.h"
24
25// FORWARD DECLARATION
26template<class T> class tList;
27
28//! An eumerator for different fileTypes the resourceManager supports
29typedef enum ResourceType
30{
31#ifndef NO_MODEL
32  OBJ,                  //!< loading .obj file
33  PRIM,                 //!< loading primitive model
34  MD2,                  //!< loading md2-file
35#endif /* NO_MODEL */
36#ifndef NO_TEXT
37  TTF,                  //!< loading a TrueTypeFont
38#endif /* NO_TEXT */
39#ifndef NO_AUDIO
40  WAV,                  //!< loading wav
41  MP3,                  //!< loading mp3
42  OGG,                  //!< loading ogg
43#endif /* NO_AUDIO */
44#ifndef NO_TEXTURES
45  IMAGE,                //!< loading an image
46#endif /* NO_TEXTURES */
47#ifndef NO_SHADERS
48  SHADER,               //!< openGL-shader program
49#endif /* NO_SHADERS */
50};
51
52//! An enumerator for different UNLOAD-types.
53/**
54   RP_NO:        will be unloaded on request
55   RP_LEVEL:     will be unloaded at the end of a Level
56   RP_CAMPAIGN:  will be unloaded at the end of a Campaign
57   RP_GAME:      will be unloaded at the end of the whole Game (when closing orxonox)
58*/
59typedef enum ResourcePriority
60{
61  RP_NO        =   0,
62  RP_LEVEL     =   1,
63  RP_CAMPAIGN  =   2,
64  RP_GAME      =   4
65};
66
67//! A Struct that keeps track about A resource its name its Type, and so on
68struct Resource
69{
70  BaseObject*       pointer;           //!< Pointer to the Resource.
71  unsigned int      count;             //!< How many times this Resource has been loaded.
72
73  char*             name;              //!< Name of the Resource.
74  ResourceType      type;              //!< ResourceType of this Resource.
75  ResourcePriority  prio;              //!< The Priority of this resource. (This will only be increased)
76
77  // more specific
78  float             modelSize;         //!< the size of the model (OBJ/PRIM)
79#ifndef NO_MODEL
80  char*             secFileName;       //!< a seconf fileName
81#endif /* NO_MODEL */
82#ifndef NO_TEXT
83  unsigned int      ttfSize;           //!< the size of the ttf-font (TTF)
84#endif /* NO_TEXT */
85};
86
87
88//! The ResourceManager is a class, that decides if a file/resource should be loaded
89/**
90 * If a file/resource was already loaded the resourceManager will
91 * return a pointer to the desired resource.
92 * Otherwise it will instruct the corresponding resource-loader to load,
93 * and receive the pointer to it.
94 *
95 * It does it by looking, if a desired file has already been loaded.
96 * There is also the possibility to check for some variables
97 */
98class ResourceManager : public BaseObject
99{
100 public:
101  virtual ~ResourceManager();
102  /** @returns a Pointer to the only object of this Class */
103  inline static ResourceManager* getInstance() { if (!singletonRef) singletonRef = new ResourceManager();  return singletonRef; };
104
105  bool setDataDir(const char* dataDir);
106  /** @returns the Name of the data directory */
107  inline const char* getDataDir() const { return this->dataDir; };
108
109
110  bool tryDataDir(const char* dataDir);
111  bool verifyDataDir(const char* fileInside);
112  bool addImageDir(const char* imageDir);
113  BaseObject* load(const char* fileName, ResourcePriority prio = RP_NO,
114               void* param1 = NULL, void* param2 = NULL, void* param3 = NULL);
115  BaseObject* load(const char* fileName, ResourceType type, ResourcePriority prio = RP_NO,
116               void* param1 = NULL, void* param2 = NULL, void* param3 = NULL);
117  bool unload(void* pointer, ResourcePriority prio = RP_NO);
118  bool unload(Resource* resource, ResourcePriority = RP_NO);
119  bool unloadAllByPriority(ResourcePriority prio);
120
121  Resource* locateResourceByInfo(const char* fileName, ResourceType type, void* param1, void* param2, void* param3) const;
122  Resource* locateResourceByPointer(const void* pointer) const;
123
124  void debug() const;
125
126
127  // utility functions for handling files in and around the data-directory
128  static bool isDir(const char* directory);
129  static bool isFile(const char* fileName);
130  static bool touchFile(const char* fileName);
131  static bool deleteFile(const char* fileName);
132  static char* homeDirCheck(const char* fileName);
133  static char* getFullName(const char* fileName);
134  static bool isInDataDir(const char* fileName);
135
136  static const char* ResourceTypeToChar(ResourceType type);
137
138
139 private:
140  ResourceManager();
141
142 private:
143  static ResourceManager*  singletonRef;       //!< singleton Reference
144
145  char*                    dataDir;            //!< The Data Directory, where all relevant Data is stored.
146  tList<Resource>*         resourceList;       //!< The List of Resources, that has already been loaded.
147  tList<char>*             imageDirs;          //!< A list of directories in which images are stored.
148
149};
150
151#endif /* _RESOURCE_MANAGER_H */
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