/*! * @file resource_manager.h * The Resource Manager checks if a file/resource is loaded. If a file/resource was already loaded the resourceManager will return a void pointer to the desired resource. Otherwise it will instruct the coresponding resource-loader to load, and receive a pointer to it. it is possible to compile the resource Manager without some modules by just adding the compile flag -D.... (NO_MODEL) (NO_AUDIO) (NO_TEXT) (NO_TEXTURES) */ #ifndef _RESOURCE_MANAGER_H #define _RESOURCE_MANAGER_H #include "base_object.h" #include //! An eumerator for different fileTypes the resourceManager supports typedef enum ResourceType { #ifndef NO_MODEL OBJ, //!< loading .obj file PRIM, //!< loading primitive model MD2, //!< loading md2-file #endif /* NO_MODEL */ #ifndef NO_TEXT TTF, //!< loading a TrueTypeFont #endif /* NO_TEXT */ #ifndef NO_AUDIO WAV, //!< loading wav MP3, //!< loading mp3 OGG, //!< loading ogg #endif /* NO_AUDIO */ #ifndef NO_TEXTURES IMAGE, //!< loading an image #endif /* NO_TEXTURES */ #ifndef NO_SHADERS SHADER, //!< openGL-shader program #endif /* NO_SHADERS */ }; //! An enumerator for different UNLOAD-types. /** RP_NO: will be unloaded on request RP_LEVEL: will be unloaded at the end of a Level RP_CAMPAIGN: will be unloaded at the end of a Campaign RP_GAME: will be unloaded at the end of the whole Game (when closing orxonox) */ typedef enum ResourcePriority { RP_NO = 0, RP_LEVEL = 1, RP_CAMPAIGN = 2, RP_GAME = 4 }; //! A Struct that keeps track about A resource its name its Type, and so on struct Resource { BaseObject* pointer; //!< Pointer to the Resource. unsigned int count; //!< How many times this Resource has been loaded. char* name; //!< Name of the Resource. ResourceType type; //!< ResourceType of this Resource. ResourcePriority prio; //!< The Priority of this resource. (This will only be increased) // more specific union { #ifndef NO_MODEL float modelSize; //!< the size of the model (OBJ/PRIM) char* secFileName; //!< a seconf fileName #endif /* NO_MODEL */ #ifndef NO_TEXT unsigned int ttfSize; //!< the size of the ttf-font (TTF) #endif /* NO_TEXT */ #ifndef NO_TEXTURES GLenum texTarget; #endif /* NO_TEXTURES */ }; }; //! The ResourceManager is a class, that decides if a file/resource should be loaded /** * If a file/resource was already loaded the resourceManager will * return a pointer to the desired resource. * Otherwise it will instruct the corresponding resource-loader to load, * and receive the pointer to it. * * It does it by looking, if a desired file has already been loaded. * There is also the possibility to check for some variables */ class ResourceManager : public BaseObject { public: virtual ~ResourceManager(); /** @returns a Pointer to the only object of this Class */ inline static ResourceManager* getInstance() { if (!singletonRef) singletonRef = new ResourceManager(); return singletonRef; }; bool setDataDir(const char* dataDir); /** @returns the Name of the data directory */ inline const char* getDataDir() const { return this->dataDir; }; bool tryDataDir(const char* dataDir); bool verifyDataDir(const char* fileInside); bool addImageDir(const char* imageDir); BaseObject* load(const char* fileName, ResourcePriority prio = RP_NO, void* param1 = NULL, void* param2 = NULL, void* param3 = NULL); BaseObject* load(const char* fileName, ResourceType type, ResourcePriority prio = RP_NO, void* param1 = NULL, void* param2 = NULL, void* param3 = NULL); bool unload(void* pointer, ResourcePriority prio = RP_NO); bool unload(Resource* resource, ResourcePriority = RP_NO); bool unloadAllByPriority(ResourcePriority prio); Resource* locateResourceByInfo(const char* fileName, ResourceType type, void* param1, void* param2, void* param3) const; Resource* locateResourceByPointer(const void* pointer) const; void debug() const; // utility functions for handling files in and around the data-directory static bool isDir(const char* directory); static bool isFile(const char* fileName); static bool touchFile(const char* fileName); static bool deleteFile(const char* fileName); static char* homeDirCheck(const char* fileName); static char* getFullName(const char* fileName); static bool isInDataDir(const char* fileName); static const char* ResourceTypeToChar(ResourceType type); private: ResourceManager(); private: static ResourceManager* singletonRef; //!< singleton Reference char* dataDir; //!< The Data Directory, where all relevant Data is stored. std::list resourceList; //!< The List of Resources, that has already been loaded. std::list imageDirs; //!< A list of directories in which images are stored. }; #endif /* _RESOURCE_MANAGER_H */