115 lines
3.9 KiB
C++
115 lines
3.9 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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#ifndef SAMPLE_ASSET_MANAGER_H
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#define SAMPLE_ASSET_MANAGER_H
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#include <stdio.h>
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#include <vector>
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#include <SampleAsset.h>
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#include <SampleTextureAsset.h>
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#include <RendererConfig.h>
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namespace SampleRenderer
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{
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class Renderer;
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}
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namespace SampleFramework
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{
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class SampleAsset;
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class SampleAssetManager
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{
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public:
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class SampleAssetCreator {
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public:
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virtual ~SampleAssetCreator() {}
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virtual SampleAsset* create(const char*, SampleAsset::Type) = 0;
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};
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public:
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SampleAssetManager(SampleRenderer::Renderer &renderer,
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SampleAssetCreator* fallbackAssetCreator = NULL);
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~SampleAssetManager();
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SampleRenderer::Renderer& getRenderer() { return m_renderer; }
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SampleAsset* getAsset(const char* path, SampleAsset::Type type);
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void returnAsset(SampleAsset& asset);
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protected:
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SampleAsset* findAsset(const char* path);
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SampleAsset* loadAsset(const char* path, SampleAsset::Type type);
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void releaseAsset(SampleAsset& asset);
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void addAssetUser(SampleAsset& asset);
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void addAsset(SampleAsset* asset);
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void deleteAsset(SampleAsset* asset);
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SampleAsset* loadXMLAsset(File& file, const char* path);
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SampleAsset* loadTextureAsset(File& file, const char* path, SampleTextureAsset::Type texType);
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SampleAsset* loadODSAsset(File& file, const char* path);
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private:
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SampleAssetManager& operator=(const SampleAssetManager&) { return *this; }
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protected:
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SampleRenderer::Renderer& m_renderer;
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SampleAssetCreator* m_fallbackAssetCreator;
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std::vector<SampleAsset*> m_assets;
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};
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void addSearchPath(const char* path);
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void clearSearchPaths();
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File* findFile(const char* path, bool binary = true);
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const char* findPath(const char* path);
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/**
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Search for the speficied path in the current directory. If not found, move up in the folder hierarchy
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until the path can be found or until the specified maximum number of steps is reached.
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\note On consoles no recursive search will be done
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\param [in] path The path to look for
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\param [out] buffer Buffer to store the (potentially) adjusted path
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\param [in] bufferSize Size of buffer
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\param [in] maxRecursion Maximum number steps to move up in the folder hierarchy
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return true if path was found
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*/
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bool searchForPath(const char* path, char* buffer, int bufferSize, bool isReadOnly, int maxRecursion);
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} // namespace SampleFramework
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#endif
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