Harrison
519d31f2e1
Updated RectTextrue.cs, VertexInformation.cs, and IDrawable.cs to properly pass indice information.
211 lines
7.2 KiB
C#
211 lines
7.2 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.Threading;
|
|
|
|
namespace RecrownedGTK.AssetsSystem
|
|
{
|
|
/// <summary>
|
|
/// Wrapper for the content manager that helps with controlling it by adding automated multithreaded content loading.
|
|
/// </summary>
|
|
public class AssetManager
|
|
{
|
|
private AssetLoader assetLoader;
|
|
Thread thread;
|
|
readonly Queue<ContentData> queue;
|
|
Dictionary<string, IDisposable> assets;
|
|
/// <summary>
|
|
/// Path modifiers to change the path in which the content manager looks to load a file. Used for better organizing things while not needing to type entire path.
|
|
/// </summary>
|
|
private readonly Dictionary<Type, IAssetPathResolver> contentPathModifier;
|
|
/// <summary>
|
|
/// Used when no path modifier is defined for that specific type.
|
|
/// </summary>
|
|
public IAssetPathResolver normalPathModifier = new NormalAssetPathResolver();
|
|
volatile float progress;
|
|
volatile bool running;
|
|
|
|
/// <summary>
|
|
/// Whether or not the queue is empty and all content is loaded.
|
|
/// </summary>
|
|
public bool Done { get { return !running && queue.Count == 0; } }
|
|
|
|
/// <summary>
|
|
/// The progress of the loading. 1 is complete while 0 is incomplete.
|
|
/// </summary>
|
|
public float Progress { get { return progress; } }
|
|
|
|
/// <summary>
|
|
/// Wraps the <see cref="ContentManager"/>.
|
|
/// </summary>
|
|
/// <param name="contentManager">The manager to wrap.</param>
|
|
public AssetManager()
|
|
{
|
|
assets = new Dictionary<string, IDisposable>();
|
|
queue = new Queue<ContentData>();
|
|
contentPathModifier = new Dictionary<Type, IAssetPathResolver>();
|
|
}
|
|
/// <summary>
|
|
/// Adds a <see cref="IContentPathResolver"/> to this handler.
|
|
/// </summary>
|
|
/// <param name="assetType"></param>
|
|
/// <param name="contentResolver"></param>
|
|
public void AddContentPathResolver(Type assetType, IAssetPathResolver contentResolver) {
|
|
contentPathModifier.Add(assetType, contentResolver);
|
|
}
|
|
/// <summary>
|
|
/// Removes the <see cref="IContentPathResolver"/> for the key.
|
|
/// </summary>
|
|
/// <param name="assetType"></param>
|
|
public void RemoveContentResolver(Type assetType) {
|
|
contentPathModifier.Remove(assetType);
|
|
}
|
|
private void Load(string assetName, Type type, bool usePathModifier)
|
|
{
|
|
Debug.WriteLine("Loading asset: " + assetName);
|
|
string path = assetName;
|
|
if (usePathModifier)
|
|
{
|
|
IAssetPathResolver handler;
|
|
if (contentPathModifier.ContainsKey(type))
|
|
{
|
|
handler = contentPathModifier[type];
|
|
}
|
|
else
|
|
{
|
|
handler = normalPathModifier;
|
|
}
|
|
path = handler.Modify(assetName);
|
|
}
|
|
assets.Add(assetName, assetLoader.Load<IDisposable>(path));
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the requested asset.
|
|
/// </summary>
|
|
/// <typeparam name="T">The type of the asset for an alternative way to cast.</typeparam>
|
|
/// <param name="assetName">The name of the asset.</param>
|
|
/// <returns>The asset casted to the type given with T.</returns>
|
|
public T Get<T>(string assetName)
|
|
{
|
|
lock (queue)
|
|
{
|
|
return (T)assets[assetName];
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queues an asset to be loaded.
|
|
/// </summary>
|
|
/// <typeparam name="T">The type of the asset to be queued.</typeparam>
|
|
/// <param name="assetName">Name of asset to look for.</param>
|
|
/// <param name="usePathModifier">Whether or not to use the path modifiers.</param>
|
|
public void Queue<T>(string assetName, bool usePathModifier = true)
|
|
{
|
|
lock (queue)
|
|
{
|
|
if (!assets.ContainsKey(assetName))
|
|
{
|
|
queue.Enqueue(new ContentData(assetName, typeof(T), usePathModifier));
|
|
Debug.WriteLine("Queued asset: " + assetName);
|
|
}
|
|
else
|
|
{
|
|
throw new InvalidOperationException("Did not queue asset due to asset with same name being loaded: " + assetName);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called whenever a batch of assets should be loaded from the queue. Safe to call once every frame.
|
|
/// </summary>
|
|
public void Update()
|
|
{
|
|
if (queue.Count > 0 && (thread == null || !thread.IsAlive))
|
|
{
|
|
thread = new Thread(LoadBatch);
|
|
thread.Start();
|
|
}
|
|
}
|
|
|
|
private void LoadBatch()
|
|
{
|
|
running = true;
|
|
int totalTasks = queue.Count;
|
|
int tasksCompleted = 0;
|
|
while (queue.Count != 0)
|
|
{
|
|
lock (queue)
|
|
{
|
|
ContentData content = queue.Dequeue();
|
|
Load(content.assetName, content.type, content.usePathModifier);
|
|
tasksCompleted++;
|
|
progress = (float)tasksCompleted / totalTasks;
|
|
}
|
|
}
|
|
running = false;
|
|
}
|
|
/// <summary>
|
|
/// Removes the asset from the list of assets in the system.
|
|
/// Cannot remove from queue.
|
|
/// </summary>
|
|
/// <param name="name">the string name used to load the asset</param>
|
|
public void Remove(string name)
|
|
{
|
|
lock (queue)
|
|
{
|
|
if (assets.ContainsKey(name))
|
|
{
|
|
if (assets[name] is IDisposable)
|
|
{
|
|
((IDisposable)assets[name]).Dispose();
|
|
}
|
|
assets.Remove(name);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears the queue.
|
|
/// </summary>
|
|
public void ClearQueue()
|
|
{
|
|
lock (queue)
|
|
{
|
|
queue.Clear();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unloads everything from both queue and loaded list while properly disposing of the assets loaded.
|
|
/// </summary>
|
|
public void UnloadAll()
|
|
{
|
|
lock (queue)
|
|
{
|
|
foreach (KeyValuePair<string, IDisposable> asset in assets)
|
|
{
|
|
asset.Value.Dispose();
|
|
}
|
|
assets.Clear();
|
|
ClearQueue();
|
|
Debug.WriteLine("Unloaded all assets.");
|
|
}
|
|
}
|
|
private struct ContentData
|
|
{
|
|
internal Type type;
|
|
internal string assetName;
|
|
internal bool usePathModifier;
|
|
|
|
public ContentData(string assetName, Type type, bool usePathModifier)
|
|
{
|
|
this.type = type;
|
|
this.assetName = assetName;
|
|
this.usePathModifier = usePathModifier;
|
|
}
|
|
}
|
|
}
|
|
}
|