/* ** ClanLib SDK ** Copyright (c) 1997-2005 The ClanLib Team ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** ** Note: Some of the libraries ClanLib may link to may have additional ** requirements or restrictions. ** ** File Author(s): ** ** Magnus Norddahl ** (if your name is missing here, please add it) */ //! clanCore="Resources" //! header=core.h #ifndef header_resource_manager #define header_resource_manager #ifdef CL_API_DLL #ifdef CL_CORE_EXPORT #define CL_API_CORE __declspec(dllexport) #else #define CL_API_CORE __declspec(dllimport) #endif #else #define CL_API_CORE #endif #if _MSC_VER > 1000 #pragma once #endif #include "../System/sharedptr.h" #include "../../signals.h" #include #include class CL_Resource; class CL_InputSourceProvider; class CL_ResourceManager_Generic; class CL_API_CORE CL_ResourceManager //: The ClanLib resource manager. //- !group=Core/Resources! //- !header=core.h! //-

The resource manager is used to retrieve resources from a given //- resource source.

//- //-

This can either be a resource script file (used as input to the //- datafile compiler), or a datafile with all the resources included into //- one large gzipped resource file.

//- //-

To speedup loading of resources in a game, you can load entire sections //- of resources at once. When a resource in the section is requested, it is //- returned instantly without having to access the disk. This is especially //- useful to make sure all the game resources are loaded before the game is //- started.

//- //-

Resources are normally not retrieved using the get_resource() function. //- Instead, you should load the resource using the appropiate resource type //- class. For instance, a surface is easiest loaded like this:

//- //-
//- CL_ResourceManager res_manager("my_datafile.dat", true);
//- CL_Surface my_surface("my_surface", &res_manager);
//- 
//- //-

Getting the same resource twice won't create a new instance of the //- resource; they are reference counted.

{ //! Construction: public: //: Resource Manager constructor. //param config_file: The name of the file in which the resources are defined. //param provider: The optional inputprovider in which, the resource file is stored. //param delete_inputsource_provider: If true, deletes the provider when CL_ResourceManager is destroyed. CL_ResourceManager( const std::string &config_file, CL_InputSourceProvider *provider = 0, bool delete_inputsource_provider = false); CL_ResourceManager(const CL_ResourceManager ©); CL_ResourceManager(); //: Resource Manager destructor. ~CL_ResourceManager(); //! Attributes: public: //: Returns true if a resource exists. bool exists(const std::string &res_id); //: Returns a pointer to the CL_Resource representing the given resource. CL_Resource &get_resource(const std::string &res_id, bool resolve_alias = true, int reserved = 0); //: Returns a list of all resources available. //return: The list of resources available, in the form [section/subsection/.../]resourcename. std::vector get_all_resources(); //: Returns a list of all resources available matching a given section. //return: The list of resources available, in the form [section/subsection/.../]resourcename. std::vector get_all_resources(const std::string §ion_name); //: Returns a list of all resource sections available. //return: The list of resource sections available, in the form [section/subsection/.../]. std::vector get_all_sections(); //: Returns a list of the resource sections immediately under the given secion. //return: The list of sections immediately available under the given section. std::vector get_sections(const std::string §ion_name); //: Returns a list of all resources available matching a given type. //return: The list of resources available. std::vector get_resources_of_type(const std::string &type_id); //: Returns a list of all resources available matching a given type in a given section. //return: The list of resources available. std::vector get_resources_of_type(const std::string &type_id, const std::string §ion_name); //: Returns a pointer to the input source provider, in which all resources are stored. //-

This can be a file provider or a datafile provider depending //- on method used to load the script file.

//return: Pointer to inputsourceprovider containing resource data. CL_InputSourceProvider *get_resource_provider() const; //! Signals: public: //: Signal invoked when a resource is added during loading of a resource file. static CL_Signal_v1 &sig_resource_added(); //! Operations: public: //: Returns true resource managers handles the same object. bool operator == (const CL_ResourceManager &other) const; //: Add resources from an other resource manager. void add_resources(const CL_ResourceManager &additional_resources); //: Remove resources from an other resource manager. void remove_resources(const CL_ResourceManager &additional_resources); //: Loads all resources into memory. void load_all(); //: Unloads all resources from memory. void unload_all(); //: Loads all resources in a given section into memory. void load_section(const std::string §ion_name); //: Unloads all resources in a given section into memory. void unload_section(const std::string §ion_name); //! Implementation: private: CL_ResourceManager(const CL_SharedPtr &impl); //: Pointer to the implementation. CL_SharedPtr impl; friend class CL_Resource; }; #endif