107 lines
3.9 KiB
C++
107 lines
3.9 KiB
C++
/**
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* @author Edouard DUPIN
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*
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* @copyright 2011, Edouard DUPIN, all right reserved
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*
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* @license BSD v3 (see license file)
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*/
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#ifndef __RESOURCES_MANAGER_H__
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#define __RESOURCES_MANAGER_H__
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#include <etk/types.h>
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#include <ewol/debug.h>
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#include <ewol/renderer/resources/Resource.h>
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#include <ewol/renderer/resources/Shader.h>
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#include <ewol/renderer/resources/Program.h>
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#include <ewol/renderer/resources/VirtualBufferObject.h>
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#include <ewol/renderer/resources/ConfigFile.h>
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#include <ewol/renderer/resources/TexturedFont.h>
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#include <ewol/renderer/resources/Texture.h>
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#include <ewol/renderer/resources/Image.h>
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#include <ewol/renderer/resources/MeshObj.h>
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#include <ewol/renderer/resources/Colored3DObject.h>
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namespace ewol
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{
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namespace resource {
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/**
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* @brief Initialize the internal variable
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*/
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void Init(void);
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/**
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* @brief Uninitiamize the resource manager, free all resources previously requested
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* @note when not free ==> generate warning, because the segfault can appear after...
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*/
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void UnInit(void);
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/**
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* @brief Display in the log all the resources loaded ...
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*/
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void Display(void);
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/**
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* @brief Reload all resources from files, and send there in openGL card if needed.
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* @note If File is reference at THEME:XXX:filename if the Theme change the file will reload the newOne
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*/
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void ReLoadResources(void);
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/**
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* @brief Call by the system to send all the needed data on the graphic card chen they change ...
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* @param[in] object The resources that might be updated
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*/
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void Update(ewol::Resource* object);
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/**
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* @brief Call by the system chen the openGL Context has been unexpectially removed ==> This reload all the texture, VBO and other ....
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*/
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void UpdateContext(void);
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/**
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* @brief This is to inform the resources manager that we have no more openGl context ...
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*/
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void ContextHasBeenDestroyed(void);
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// internal API to extent eResources in extern Soft
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ewol::Resource* LocalKeep(const etk::UString& filename);
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void LocalAdd(ewol::Resource* object);
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/**
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* @brief Load the specify resources type
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* @param[in] filename The filename of the resources
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* @param[in,out] object The resources that might be instanciate.
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* @return true if the resource has been loaded corectly.
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* @return false An error occured ...
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* @note when you call the Keep function, you must call the Realease function ==> otherwise the resources will never be freed
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* @note The resources with the same name are loaded only one time, a counter prevent multiple loading...
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*/
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bool Keep(const etk::UString& filename, ewol::TexturedFont*& object);
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bool Keep(const etk::UString& filename, ewol::FontBase*& object);
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bool Keep(const etk::UString& filename, ewol::Program*& object);
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bool Keep(const etk::UString& filename, ewol::Shader*& object);
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bool Keep(ewol::Texture*& object); // no name needed here ...
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bool Keep(const etk::UString& filename, ewol::TextureFile*& object, ivec2 size=ivec2(-1,-1));
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bool Keep(const etk::UString& accesMode, ewol::VirtualBufferObject*& object);
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bool Keep(const etk::UString& filename, ewol::MeshObj*& object);
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bool Keep(const etk::UString& meshName, ewol::Mesh*& object);
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bool Keep(const etk::UString& filename, ewol::ConfigFile*& object);
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bool Keep(ewol::Colored3DObject*& object);
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/**
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* @brief Release a resources and free it if the Last release is call.
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* @param[in,out] object element to realease ==> is return at NULL value.
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*/
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void Release(ewol::Resource*& object);
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void Release(ewol::TexturedFont*& object);
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void Release(ewol::FontBase*& object);
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void Release(ewol::Program*& object);
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void Release(ewol::Shader*& object);
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void Release(ewol::Texture*& object);
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void Release(ewol::TextureFile*& object);
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void Release(ewol::VirtualBufferObject*& object);
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void Release(ewol::MeshObj*& object);
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void Release(ewol::Mesh*& object);
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void Release(ewol::ConfigFile*& object);
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void Release(ewol::Colored3DObject*& object);
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}
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};
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#endif
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