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			98 lines
		
	
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_COMPONENTS_RESOURCE_RESOURCESYSTEM_H
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#define OPENMW_COMPONENTS_RESOURCE_RESOURCESYSTEM_H
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#include <memory>
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#include <vector>
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namespace VFS
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{
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    class Manager;
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}
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namespace osg
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{
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    class Stats;
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    class State;
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}
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namespace ToUTF8
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{
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    class StatelessUtf8Encoder;
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}
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namespace Resource
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{
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    class SceneManager;
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    class ImageManager;
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    class BgsmFileManager;
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    class NifFileManager;
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    class KeyframeManager;
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    class BaseResourceManager;
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    class AnimBlendRulesManager;
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    /// @brief Wrapper class that constructs and provides access to the most commonly used resource subsystems.
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    /// @par Resource subsystems can be used with multiple OpenGL contexts, just like the OSG equivalents, but
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    ///     are built around the use of a single virtual file system.
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    class ResourceSystem
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    {
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    public:
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        explicit ResourceSystem(
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            const VFS::Manager* vfs, double expiryDelay, const ToUTF8::StatelessUtf8Encoder* encoder);
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        ~ResourceSystem();
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        SceneManager* getSceneManager();
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        ImageManager* getImageManager();
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        BgsmFileManager* getBgsmFileManager();
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        NifFileManager* getNifFileManager();
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        KeyframeManager* getKeyframeManager();
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        AnimBlendRulesManager* getAnimBlendRulesManager();
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        /// Indicates to each resource manager to clear the cache, i.e. to drop cached objects that are no longer
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        /// referenced.
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        /// @note May be called from any thread if you do not add or remove resource managers at that point.
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        void updateCache(double referenceTime);
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        /// Indicates to each resource manager to clear the entire cache.
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        /// @note May be called from any thread if you do not add or remove resource managers at that point.
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        void clearCache();
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        /// Add this ResourceManager to be handled by the ResourceSystem.
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        /// @note Does not transfer ownership.
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        void addResourceManager(BaseResourceManager* resourceMgr);
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        /// @note Do nothing if resourceMgr does not exist.
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        /// @note Does not delete resourceMgr.
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        void removeResourceManager(BaseResourceManager* resourceMgr);
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        /// How long to keep objects in cache after no longer being referenced.
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        void setExpiryDelay(double expiryDelay);
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        /// @note May be called from any thread.
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        const VFS::Manager* getVFS() const;
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        void reportStats(unsigned int frameNumber, osg::Stats* stats) const;
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        /// Call releaseGLObjects for each resource manager.
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        void releaseGLObjects(osg::State* state);
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    private:
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        std::unique_ptr<SceneManager> mSceneManager;
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        std::unique_ptr<ImageManager> mImageManager;
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        std::unique_ptr<BgsmFileManager> mBgsmFileManager;
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        std::unique_ptr<NifFileManager> mNifFileManager;
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        std::unique_ptr<KeyframeManager> mKeyframeManager;
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        std::unique_ptr<AnimBlendRulesManager> mAnimBlendRulesManager;
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        // Store the base classes separately to get convenient access to the common interface
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        // Here users can register their own resourcemanager as well
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        std::vector<BaseResourceManager*> mResourceManagers;
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        const VFS::Manager* mVFS;
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        ResourceSystem(const ResourceSystem&);
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        void operator=(const ResourceSystem&);
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    };
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}
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#endif
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