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openmw-tes3mp/components/resource/resourcesystem.hpp

86 lines
2.8 KiB
C++

#ifndef OPENMW_COMPONENTS_RESOURCE_RESOURCESYSTEM_H
#define OPENMW_COMPONENTS_RESOURCE_RESOURCESYSTEM_H
#include <memory>
#include <vector>
namespace VFS
{
class Manager;
}
namespace osg
{
class Stats;
class State;
}
namespace Resource
{
class SceneManager;
class ImageManager;
class NifFileManager;
class KeyframeManager;
class ResourceManager;
/// @brief Wrapper class that constructs and provides access to the most commonly used resource subsystems.
/// @par Resource subsystems can be used with multiple OpenGL contexts, just like the OSG equivalents, but
/// are built around the use of a single virtual file system.
class ResourceSystem
{
public:
ResourceSystem(const VFS::Manager* vfs);
~ResourceSystem();
SceneManager* getSceneManager();
ImageManager* getImageManager();
NifFileManager* getNifFileManager();
KeyframeManager* getKeyframeManager();
/// Indicates to each resource manager to clear the cache, i.e. to drop cached objects that are no longer referenced.
/// @note May be called from any thread if you do not add or remove resource managers at that point.
void updateCache(double referenceTime);
/// Indicates to each resource manager to clear the entire cache.
/// @note May be called from any thread if you do not add or remove resource managers at that point.
void clearCache();
/// Add this ResourceManager to be handled by the ResourceSystem.
/// @note Does not transfer ownership.
void addResourceManager(ResourceManager* resourceMgr);
/// @note Do nothing if resourceMgr does not exist.
/// @note Does not delete resourceMgr.
void removeResourceManager(ResourceManager* resourceMgr);
/// How long to keep objects in cache after no longer being referenced.
void setExpiryDelay(double expiryDelay);
/// @note May be called from any thread.
const VFS::Manager* getVFS() const;
void reportStats(unsigned int frameNumber, osg::Stats* stats) const;
/// Call releaseGLObjects for each resource manager.
void releaseGLObjects(osg::State* state);
private:
std::unique_ptr<SceneManager> mSceneManager;
std::unique_ptr<ImageManager> mImageManager;
std::unique_ptr<NifFileManager> mNifFileManager;
std::unique_ptr<KeyframeManager> mKeyframeManager;
// Store the base classes separately to get convenient access to the common interface
// Here users can register their own resourcemanager as well
std::vector<ResourceManager*> mResourceManagers;
const VFS::Manager* mVFS;
ResourceSystem(const ResourceSystem&);
void operator = (const ResourceSystem&);
};
}
#endif