OGRE-Next  4.0.0unstable
Object-Oriented Graphics Rendering Engine
Ogre::Resource Class Referenceabstract

Abstract class representing a loadable resource (e.g. More...

#include <OgreResource.h>

+ Inheritance diagram for Ogre::Resource:

Classes

class  Listener
 

Public Types

enum  LoadingFlags {
  LF_DEFAULT = 0 , LF_INCLUDE_NON_RELOADABLE = 1 , LF_ONLY_UNREFERENCED = 2 , LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE = 3 ,
  LF_PRESERVE_STATE = 4 , LF_MARKED_FOR_RELOAD = 8
}
 Enum that allow to choose subset of unloaded/reloaded resources and to adjust reloading behavior. More...
 
enum  LoadingState {
  LOADSTATE_UNLOADED , LOADSTATE_LOADING , LOADSTATE_LOADED , LOADSTATE_UNLOADING ,
  LOADSTATE_PREPARED , LOADSTATE_PREPARING , LOADSTATE_UNLOADED_MARKED_FOR_RELOAD
}
 Enum identifying the loading state of the resource. More...
 

Public Member Functions

 Resource (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual=false, ManualResourceLoader *loader=0)
 Standard constructor. More...
 
virtual ~Resource ()
 Virtual destructor. More...
 
virtual void _dirtyState ()
 Manually mark the state of this resource as having been changed. More...
 
virtual void _fireLoadingComplete (bool wasBackgroundLoaded)
 Firing of loading complete event. More...
 
virtual void _firePreparingComplete (bool wasBackgroundLoaded)
 Firing of preparing complete event. More...
 
virtual void _fireUnloadingComplete ()
 Firing of unloading complete event. More...
 
virtual void _notifyOrigin (const String &origin)
 Notify this resource of it's origin. More...
 
virtual void addListener (Listener *lis)
 Register a listener on this resource. More...
 
virtual size_t calculateSize () const
 Calculate the size of a resource; this will only be called after 'load'. More...
 
virtual void changeGroupOwnership (const String &newGroup)
 Change the resource group ownership of a Resource. More...
 
virtual void escalateLoading ()
 Escalates the loading of a background loaded resource. More...
 
virtual ResourceManagergetCreator ()
 Gets the manager which created this resource. More...
 
virtual const StringgetGroup () const
 Gets the group which this resource is a member of. More...
 
virtual ResourceHandle getHandle () const
 
virtual LoadingState getLoadingState () const
 Returns the current loading state. More...
 
virtual const StringgetName () const
 Gets resource name. More...
 
virtual const StringgetOrigin () const
 Get the origin of this resource, e.g. More...
 
virtual size_t getSize () const
 Retrieves info about the size of the resource. More...
 
virtual size_t getStateCount () const
 Returns the number of times this resource has changed state, which generally means the number of times it has been loaded. More...
 
virtual bool isBackgroundLoaded () const
 Returns whether this Resource has been earmarked for background loading. More...
 
virtual bool isLoaded () const
 Returns true if the Resource has been loaded, false otherwise. More...
 
virtual bool isLoading () const
 Returns whether the resource is currently in the process of background loading. More...
 
virtual bool isManuallyLoaded () const
 Is this resource manually loaded? More...
 
virtual bool isPrepared () const
 Returns true if the Resource has been prepared, false otherwise. More...
 
virtual bool isReloadable () const
 Returns true if the Resource is reloadable, false otherwise. More...
 
virtual void load (bool backgroundThread=false)
 Loads the resource, if it is not already. More...
 
bool markForReload ()
 
virtual void prepare (bool backgroundThread=false)
 Prepares the resource for load, if it is not already. More...
 
virtual void reload (LoadingFlags flags=LF_DEFAULT)
 Reloads the resource, if it is already loaded. More...
 
virtual void removeListener (Listener *lis)
 Remove a listener on this resource. More...
 
virtual void setBackgroundLoaded (bool bl)
 Tells the resource whether it is background loaded or not. More...
 
virtual void setManuallyLoaded (bool isManual)
 Set "Is this resource manually loaded?". More...
 
virtual void setToLoaded ()
 Change the Resource loading state to loaded. More...
 
virtual void touch ()
 'Touches' the resource to indicate it has been used. More...
 
virtual void unload ()
 Unloads the resource; this is not permanent, the resource can be reloaded later if required. More...
 
- Public Member Functions inherited from Ogre::StringInterface
 StringInterface ()
 
virtual ~StringInterface ()
 Virtual destructor, see Effective C++. More...
 
virtual void copyParametersTo (StringInterface *dest) const
 Method for copying this object's parameters to another object. More...
 
ParamDictionarygetParamDictionary ()
 Retrieves the parameter dictionary for this class. More...
 
const ParamDictionarygetParamDictionary () const
 
virtual String getParameter (const String &name) const
 Generic parameter retrieval method. More...
 
const ParameterListgetParameters () const
 Retrieves a list of parameters valid for this object. More...
 
virtual bool setParameter (const String &name, const String &value)
 Generic parameter setting method. More...
 
virtual void setParameterList (const NameValuePairList &paramList)
 Generic multiple parameter setting method. More...
 

Public Attributes

 OGRE_AUTO_MUTEX
 

Additional Inherited Members

- Static Public Member Functions inherited from Ogre::StringInterface
static void cleanupDictionary ()
 Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g. More...
 

Detailed Description

Abstract class representing a loadable resource (e.g.

textures, sounds etc)

Remarks
Resources are data objects that must be loaded and managed throughout an application. A resource might be a mesh, a texture, or any other piece of data - the key thing is that they must be identified by a name which is unique, must be loaded only once, must be managed efficiently in terms of retrieval, and they may also be unloadable to free memory up when they have not been used for a while and the memory budget is under stress.
All Resource instances must be a member of a resource group; see ResourceGroupManager for full details.
Subclasses must implement:
  1. A constructor, overriding the same parameters as the constructor defined by this class. Subclasses are not allowed to define constructors with other parameters; other settings must be settable through accessor methods before loading.
  2. The loadImpl() and unloadImpl() methods - mSize must be set after loadImpl()
  3. StringInterface ParamCommand and ParamDictionary setups in order to allow setting of core parameters (prior to load) through a generic interface.

Member Enumeration Documentation

◆ LoadingFlags

Enum that allow to choose subset of unloaded/reloaded resources and to adjust reloading behavior.

Enumerator
LF_DEFAULT 

Only reloadable resources are processed, reload restores initial state.

LF_INCLUDE_NON_RELOADABLE 

Process non-reloadable resources too.

LF_ONLY_UNREFERENCED 

Process only resources which are not referenced by any other object.

Usefull to reduce resource consumption.

LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE 

Combination of LF_ONLY_UNREFERENCED and LF_INCLUDE_NON_RELOADABLE.

LF_PRESERVE_STATE 

Preserve some states during reloading, for example stencil shadows prepareness for Meshes.

LF_MARKED_FOR_RELOAD 

Resources are marked for reload on unloading, and only marked ones are processed on reloading.

◆ LoadingState

Enum identifying the loading state of the resource.

Enumerator
LOADSTATE_UNLOADED 

Not loaded.

LOADSTATE_LOADING 

Loading is in progress.

LOADSTATE_LOADED 

Fully loaded.

LOADSTATE_UNLOADING 

Currently unloading.

LOADSTATE_PREPARED 

Fully prepared.

LOADSTATE_PREPARING 

Preparing is in progress.

LOADSTATE_UNLOADED_MARKED_FOR_RELOAD 

Unloaded and marked for reload.

Constructor & Destructor Documentation

◆ Resource()

Ogre::Resource::Resource ( ResourceManager creator,
const String name,
ResourceHandle  handle,
const String group,
bool  isManual = false,
ManualResourceLoader loader = 0 
)

Standard constructor.

Parameters
creatorPointer to the ResourceManager that is creating this resource
nameThe unique name of the resource
groupThe name of the resource group to which this resource belongs
isManualIs this resource manually loaded? If so, you should really populate the loader parameter in order that the load process can call the loader back when loading is required.
loaderPointer to a ManualResourceLoader implementation which will be called when the Resource wishes to load (should be supplied if you set isManual to true). You can in fact leave this parameter null if you wish, but the Resource will never be able to reload if anything ever causes it to unload. Therefore provision of a proper ManualResourceLoader instance is strongly recommended.

◆ ~Resource()

virtual Ogre::Resource::~Resource ( )
virtual

Virtual destructor.

Shouldn't need to be overloaded, as the resource deallocation code should reside in unload()

See also
Resource::unload()

Member Function Documentation

◆ _dirtyState()

virtual void Ogre::Resource::_dirtyState ( )
virtual

Manually mark the state of this resource as having been changed.

Remarks
You only need to call this from outside if you explicitly want derived objects to think this object has changed.
See also
getStateCount.

◆ _fireLoadingComplete()

virtual void Ogre::Resource::_fireLoadingComplete ( bool  wasBackgroundLoaded)
virtual

Firing of loading complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters
wasBackgroundLoadedWhether this was a background loaded event

◆ _firePreparingComplete()

virtual void Ogre::Resource::_firePreparingComplete ( bool  wasBackgroundLoaded)
virtual

Firing of preparing complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters
wasBackgroundLoadedWhether this was a background loaded event

◆ _fireUnloadingComplete()

virtual void Ogre::Resource::_fireUnloadingComplete ( )
virtual

Firing of unloading complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.

◆ _notifyOrigin()

virtual void Ogre::Resource::_notifyOrigin ( const String origin)
inlinevirtual

Notify this resource of it's origin.

◆ addListener()

virtual void Ogre::Resource::addListener ( Listener lis)
virtual

Register a listener on this resource.

See also
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ calculateSize()

virtual size_t Ogre::Resource::calculateSize ( ) const
virtual

Calculate the size of a resource; this will only be called after 'load'.

Reimplemented in Ogre::GLSLShader, Ogre::UnifiedHighLevelGpuProgram, Ogre::HighLevelGpuProgram, and Ogre::GpuProgram.

◆ changeGroupOwnership()

virtual void Ogre::Resource::changeGroupOwnership ( const String newGroup)
virtual

Change the resource group ownership of a Resource.

Remarks
This method is generally reserved for internal use, although if you really know what you're doing you can use it to move this resource from one group to another.
Parameters
newGroupName of the new group

◆ escalateLoading()

virtual void Ogre::Resource::escalateLoading ( )
virtual

Escalates the loading of a background loaded resource.

Remarks
If a resource is set to load in the background, but something needs it before it's been loaded, there could be a problem. If the user of this resource really can't wait, they can escalate the loading which basically pulls the loading into the current thread immediately. If the resource is already being loaded but just hasn't quite finished then this method will simply wait until the background load is complete.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ getCreator()

virtual ResourceManager* Ogre::Resource::getCreator ( )
inlinevirtual

Gets the manager which created this resource.

◆ getGroup()

virtual const String& Ogre::Resource::getGroup ( ) const
inlinevirtual

Gets the group which this resource is a member of.

Reimplemented in Ogre::v1::OldSkeletonInstance.

◆ getHandle()

virtual ResourceHandle Ogre::Resource::getHandle ( ) const
inlinevirtual

Reimplemented in Ogre::v1::OldSkeletonInstance.

◆ getLoadingState()

virtual LoadingState Ogre::Resource::getLoadingState ( ) const
inlinevirtual

Returns the current loading state.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

References Ogre::AtomicScalar< T >::get().

◆ getName()

virtual const String& Ogre::Resource::getName ( ) const
inlinevirtual

Gets resource name.

Reimplemented in Ogre::v1::OldSkeletonInstance.

Referenced by Ogre::GpuProgramUsage::getProgramName().

◆ getOrigin()

virtual const String& Ogre::Resource::getOrigin ( ) const
inlinevirtual

Get the origin of this resource, e.g.

a script file name.

Remarks
This property will only contain something if the creator of this resource chose to populate it. Script loaders are advised to populate it.

◆ getSize()

virtual size_t Ogre::Resource::getSize ( ) const
inlinevirtual

Retrieves info about the size of the resource.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ getStateCount()

virtual size_t Ogre::Resource::getStateCount ( ) const
inlinevirtual

Returns the number of times this resource has changed state, which generally means the number of times it has been loaded.

Objects that build derived data based on the resource can check this value against a copy they kept last time they built this derived data, in order to know whether it needs rebuilding. This is a nice way of monitoring changes without having a tightly-bound callback.

◆ isBackgroundLoaded()

virtual bool Ogre::Resource::isBackgroundLoaded ( ) const
inlinevirtual

Returns whether this Resource has been earmarked for background loading.

Remarks
This option only makes sense when you have built Ogre with thread support (OGRE_THREAD_SUPPORT). If a resource has been marked for background loading, then it won't load on demand like normal when load() is called. Instead, it will ignore request to load() except if the caller indicates it is the background loader. Any other users of this resource should check isLoaded(), and if that returns false, don't use the resource and come back later.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ isLoaded()

virtual bool Ogre::Resource::isLoaded ( ) const
inlinevirtual

Returns true if the Resource has been loaded, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

References Ogre::AtomicScalar< T >::get().

◆ isLoading()

virtual bool Ogre::Resource::isLoading ( ) const
inlinevirtual

Returns whether the resource is currently in the process of background loading.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

References Ogre::AtomicScalar< T >::get().

◆ isManuallyLoaded()

virtual bool Ogre::Resource::isManuallyLoaded ( ) const
inlinevirtual

Is this resource manually loaded?

◆ isPrepared()

virtual bool Ogre::Resource::isPrepared ( ) const
inlinevirtual

Returns true if the Resource has been prepared, false otherwise.

References Ogre::AtomicScalar< T >::get().

◆ isReloadable()

virtual bool Ogre::Resource::isReloadable ( ) const
inlinevirtual

Returns true if the Resource is reloadable, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ load()

virtual void Ogre::Resource::load ( bool  backgroundThread = false)
virtual

Loads the resource, if it is not already.

Remarks
If the resource is loaded from a file, loading is automatic. If not, if for example this resource gained it's data from procedural calls rather than loading from a file, then this resource will not reload on it's own.
Parameters
backgroundThreadIndicates whether the caller of this method is the background resource loading thread.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ markForReload()

bool Ogre::Resource::markForReload ( )
inline

◆ prepare()

virtual void Ogre::Resource::prepare ( bool  backgroundThread = false)
virtual

Prepares the resource for load, if it is not already.

One can call prepare() before load(), but this is not required as load() will call prepare() itself, if needed. When OGRE_THREAD_SUPPORT==1 both load() and prepare() are thread-safe. When OGRE_THREAD_SUPPORT==2 however, only prepare() is thread-safe. The reason for this function is to allow a background thread to do some of the loading work, without requiring the whole render system to be thread-safe. The background thread would call prepare() while the main render loop would later call load(). So long as prepare() remains thread-safe, subclasses can arbitrarily split the work of loading a resource between load() and prepare(). It is best to try and do as much work in prepare(), however, since this will leave less work for the main render thread to do and thus increase FPS.

Parameters
backgroundThreadWhether this is occurring in a background thread

◆ reload()

virtual void Ogre::Resource::reload ( LoadingFlags  flags = LF_DEFAULT)
virtual

Reloads the resource, if it is already loaded.

Remarks
Calls unload() and then load() again, if the resource is already loaded. If it is not loaded already, then nothing happens.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram, and Ogre::v1::Mesh.

◆ removeListener()

virtual void Ogre::Resource::removeListener ( Listener lis)
virtual

Remove a listener on this resource.

See also
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ setBackgroundLoaded()

virtual void Ogre::Resource::setBackgroundLoaded ( bool  bl)
inlinevirtual

Tells the resource whether it is background loaded or not.

Remarks
See also
Resource::isBackgroundLoaded . Note that calling this only defers the normal on-demand loading behaviour of a resource, it does not actually set up a thread to make sure the resource gets loaded in the background. You should use ResourceBackgroundLoadingQueue to manage the actual loading (which will call this method itself).

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ setManuallyLoaded()

virtual void Ogre::Resource::setManuallyLoaded ( bool  isManual)
inlinevirtual

Set "Is this resource manually loaded?".

◆ setToLoaded()

virtual void Ogre::Resource::setToLoaded ( )
inlinevirtual

Change the Resource loading state to loaded.

References Ogre::AtomicScalar< T >::set().

◆ touch()

virtual void Ogre::Resource::touch ( )
virtual

'Touches' the resource to indicate it has been used.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram, and Ogre::Material.

Referenced by Ogre::Material::touch().

◆ unload()

virtual void Ogre::Resource::unload ( )
virtual

Unloads the resource; this is not permanent, the resource can be reloaded later if required.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Member Data Documentation

◆ OGRE_AUTO_MUTEX

Ogre::Resource::OGRE_AUTO_MUTEX

The documentation for this class was generated from the following file: