mirror of
https://github.com/OpenSpace/OpenSpace.git
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243 lines
9.7 KiB
C++
243 lines
9.7 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2024 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#ifndef __OPENSPACE_CORE___ASSETMANAGER___H__
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#define __OPENSPACE_CORE___ASSETMANAGER___H__
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#include <ghoul/lua/luastate.h>
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#include <filesystem>
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#include <optional>
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#include <unordered_map>
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#include <list>
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namespace openspace {
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namespace scripting { struct LuaLibrary; }
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class Asset;
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class ResourceSynchronization;
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/**
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* The AssetManager class manages the loading, initialization, and unloading of all assets
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* loaded in OpenSpace. Most actions of this class are operating in a two-step process
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* where first the intent of an action is registered, which is then executed in the next
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* call to the #update function.
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*
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* All assets are loading through the same Lua state.
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*/
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class AssetManager {
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public:
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AssetManager(ghoul::lua::LuaState* state, std::filesystem::path assetRootDirectory);
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~AssetManager();
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void deinitialize();
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/**
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* Loads the asset at the provided \p path as a new root asset of the AssetManager.
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* If the asset at that path was already loaded, nothing happens.
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*
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* \param path The path from which the Asset is loaded. This path can be either
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* relative to the base directory (the path starting with . or ..), an absolute
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* path (that path starting with *:/ or /) or relative to the global asset root
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* (if the path starts any other way)
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* \pre \p path must not be the empty string
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*/
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void add(const std::string& path);
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/**
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* Removes the asset at the provided \p path if it has been loaded by this
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* AssetManager. If the asset at that path was not found, nothing happens.
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*
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* \param path The path from which the Asset is loaded. This path can be either
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* relative to the base directory (the path starting with . or ..), an absolute
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* path (that path starting with *:/ or /) or relative to the global asset root
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* (if the path starts any other way)
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* \pre \p path must not be the empty string
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*/
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void remove(const std::string& path);
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/**
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* Update function that should be called at least once per frame that will load all
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* queued asset loads and asset removal.
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*/
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void update();
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static scripting::LuaLibrary luaLibrary();
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/**
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* Returns all assets that have been loaded by the AssetManager. The order of the
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* assets is undefined.
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*
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* \return A list of all assets that have been previously loaded by the AssetManager
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*/
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std::vector<const Asset*> allAssets() const;
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/**
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* Returns all root assets, which are assets that have been loaded directly from the
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* profile or by calling the #add method.
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*
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* \return A list of all root assets
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*/
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std::vector<const Asset*> rootAssets() const;
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std::vector<const ResourceSynchronization*> allSynchronizations() const;
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/**
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* Returns whether the provided \p asset has been loaded directly by the user or
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* loaded through a profile file.
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*
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* \param asset The asset that should be tested
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* \return Whether the \p asset has been loaded directly or included in a profile
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*/
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bool isRootAsset(const Asset* asset) const;
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/**
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* Loads the provided \p asset as a child of the provided \p parent. Loading an asset
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* means that asset file gets executed and the meta information is extracted from it.
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* The \p parent is the asset file that caused this loading to happen and can be a
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* `nullptr` if the asset is to be loaded as a root asset.
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*
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* \param asset The asset that should be loaded
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* \param parent The parent of the loaded asset file or `nullptr` if the asset is a
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* root asset
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*
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* \pre \p asset must not be a nullptr
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*/
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bool loadAsset(Asset* asset, Asset* parent);
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/**
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* Unload the provided \p asset by removing all information about it from the Lua
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* state and placing the asset onto the deletion queue. Please note that the asset
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* will not actually get destroyed until the next #update call to the AssetManager.
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*
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* \param asset The asset that should get unloaded
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*
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* \pre \p asset must not be a nullptr
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*/
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void unloadAsset(Asset* asset);
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/**
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* This function calls the `onInitialize` function that was specified in the file of
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* the provided \p asset.
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*
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* \param asset The asset file whose `onInitialize` function should be called
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*/
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void callOnInitialize(Asset* asset) const;
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/**
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* This function calls the `onDeinitialize` function that was specified in the file of
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* the provided \p asset.
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*
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* \param asset The asset file whose `onDeinitialize` function should be called
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*/
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void callOnDeinitialize(Asset* asset) const;
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private:
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/**
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* Creates and registers all of the callback functions that the asset is expected to
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* call in the file, for example the `localResource`, `require`, etc.
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*/
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void setUpAssetLuaTable(Asset* asset);
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/**
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* Returns the loaded Asset by either trying to load the asset at the provided path
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* or returning a previously loaded copy.
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*/
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Asset* retrieveAsset(const std::filesystem::path& path,
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const std::filesystem::path& retriever,
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std::optional<bool> explicitEnable = std::nullopt);
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/**
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* Setup the asset table of the provided asset in the shared Lua state.
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*/
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void setCurrentAsset(Asset* asset);
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/**
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* Takes the asset path, determines the type of path (relative to base, relative to
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* root or absolute and returns fully formed path.
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*/
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std::filesystem::path generateAssetPath(const std::filesystem::path& baseDirectory,
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const std::string& assetPath) const;
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//
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// Assets
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//
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/// The authoritative list of all assets loaded through the AssetManager
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std::vector<std::unique_ptr<Asset>> _assets;
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/// A list of all root assets that have been loaded directly by the `add` function
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std::vector<Asset*> _rootAssets;
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/// This list contains all of the assets that are queued to be loading in the next
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/// update call
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std::list<std::string> _assetAddQueue;
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/// The list contains all of the assets that should be removed in the next update call
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std::list<std::string> _assetRemoveQueue;
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/// This list contains all assets that need to be initialized in the next update call
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std::vector<Asset*> _toBeInitialized;
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/// This list contains all of the assets that will be deleted in the next update call
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std::vector<std::unique_ptr<Asset>> _toBeDeleted;
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//
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// ResourceSynchronizations
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//
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/// Collection that stores the assets that have requested each ResourceSynchronization
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struct SyncItem {
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std::unique_ptr<ResourceSynchronization> synchronization;
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std::vector<Asset*> assets;
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};
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/// Authoritative list over all ResourceSynchronizations that have been requested by
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/// any asset
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std::unordered_map<std::string, std::unique_ptr<SyncItem>> _synchronizations;
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/// The list of ResourceSynchronizations that were not finished in the last update
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/// call
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std::vector<SyncItem*> _unfinishedSynchronizations;
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//
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// Other values
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//
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/// The location of the asset root directory
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std::filesystem::path _assetRootDirectory;
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/// The Lua state that is used for all asset initialization
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ghoul::lua::LuaState* _luaState = nullptr;
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// References to the onInitialize and the onDeinitialize functions for each Asset
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std::unordered_map<Asset*, std::vector<int>> _onInitializeFunctionRefs;
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std::unordered_map<Asset*, std::vector<int>> _onDeinitializeFunctionRefs;
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int _assetsTableRef = 0;
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};
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} // namespace openspace
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#endif // __OPENSPACE_CORE___ASSETMANAGER___H__
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