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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreResourceGroupManager.h
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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) 2000-2006 Torus Knot Software Ltd 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. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef _ResourceGroupManager_H__ #define _ResourceGroupManager_H__ #include "OgrePrerequisites.h" #include "OgreSingleton.h" #include "OgreCommon.h" #include "OgreDataStream.h" #include "OgreResource.h" #include "OgreArchive.h" #include "OgreIteratorWrappers.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. @note Remember that if you are loading resources through ResourceBackgroundQueue, these callbacks will occur in the background thread, so you should not perform any thread-unsafe actions in this callback if that's the case (check the group name / script name). @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(const String& scriptName) = 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.
Loaded
The 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; typedef std::map
ResourceManagerMap; typedef MapIterator
ResourceManagerIterator; protected: /// Map of resource types (strings) to ResourceManagers, used to notify them to load / unload group contents 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 { enum Status { UNINITIALSED = 0, INITIALISING = 1, INITIALISED = 2, LOADING = 3, LOADED = 4 }; /// General mutex for dealing with group content OGRE_AUTO_MUTEX /// Status-specific mutex, separate from content-changing mutex OGRE_MUTEX(statusMutex) /// Group name String name; /// Group status 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(const String& scriptName); /// 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 or directory 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 @param dirs If true, directory names will be returned instead of file names @returns A list of filenames matching the criteria, all are fully qualified */ StringVectorPtr listResourceNames(const String& groupName, bool dirs = false); /** List all files in a resource group with accompanying information. @param groupName The name of the group @param dirs If true, directory names will be returned instead of file names @returns A list of structures detailing quite a lot of information about all the files in the archive. */ FileInfoListPtr listResourceFileInfo(const String& groupName, bool dirs = false); /** Find all file or directory 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 @param dirs Set to true if you want the directories to be listed instead of files @returns A list of filenames matching the criteria, all are fully qualified */ StringVectorPtr findResourceNames(const String& groupName, const String& pattern, bool dirs = false); /** 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 or directories 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 @param dirs Set to true if you want the directories to be listed instead of files @returns A list of file information structures for all files matching the criteria. */ FileInfoListPtr findResourceFileInfo(const String& group, const String& pattern, bool dirs = false); /** 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;} /// Gets 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); /** Get an iterator over the registered resource managers. */ ResourceManagerIterator getResourceManagerIterator() { return ResourceManagerIterator( mResourceManagerMap.begin(), mResourceManagerMap.end()); } /** 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
OgreResourceGroupManager.h
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