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PhysX4.1/physx/samples/sampleframework/framework/include/SampleAssetManager.h
2025-11-28 23:13:44 +05:30

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//
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// modification, are permitted provided that the following conditions
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// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
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// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
#ifndef SAMPLE_ASSET_MANAGER_H
#define SAMPLE_ASSET_MANAGER_H
#include <stdio.h>
#include <vector>
#include <SampleAsset.h>
#include <SampleTextureAsset.h>
#include <RendererConfig.h>
namespace SampleRenderer
{
class Renderer;
}
namespace SampleFramework
{
class SampleAsset;
class SampleAssetManager
{
public:
class SampleAssetCreator {
public:
virtual ~SampleAssetCreator() {}
virtual SampleAsset* create(const char*, SampleAsset::Type) = 0;
};
public:
SampleAssetManager(SampleRenderer::Renderer &renderer,
SampleAssetCreator* fallbackAssetCreator = NULL);
~SampleAssetManager();
SampleRenderer::Renderer& getRenderer() { return m_renderer; }
SampleAsset* getAsset(const char* path, SampleAsset::Type type);
void returnAsset(SampleAsset& asset);
protected:
SampleAsset* findAsset(const char* path);
SampleAsset* loadAsset(const char* path, SampleAsset::Type type);
void releaseAsset(SampleAsset& asset);
void addAssetUser(SampleAsset& asset);
void addAsset(SampleAsset* asset);
void deleteAsset(SampleAsset* asset);
SampleAsset* loadXMLAsset(File& file, const char* path);
SampleAsset* loadTextureAsset(File& file, const char* path, SampleTextureAsset::Type texType);
SampleAsset* loadODSAsset(File& file, const char* path);
private:
SampleAssetManager& operator=(const SampleAssetManager&) { return *this; }
protected:
SampleRenderer::Renderer& m_renderer;
SampleAssetCreator* m_fallbackAssetCreator;
std::vector<SampleAsset*> m_assets;
};
void addSearchPath(const char* path);
void clearSearchPaths();
File* findFile(const char* path, bool binary = true);
const char* findPath(const char* path);
/**
Search for the speficied path in the current directory. If not found, move up in the folder hierarchy
until the path can be found or until the specified maximum number of steps is reached.
\note On consoles no recursive search will be done
\param [in] path The path to look for
\param [out] buffer Buffer to store the (potentially) adjusted path
\param [in] bufferSize Size of buffer
\param [in] maxRecursion Maximum number steps to move up in the folder hierarchy
return true if path was found
*/
bool searchForPath(const char* path, char* buffer, int bufferSize, bool isReadOnly, int maxRecursion);
} // namespace SampleFramework
#endif