164 lines
4.8 KiB
C#
164 lines
4.8 KiB
C#
using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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{
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public delegate void ContentSystemUpdate(String fileName, float completed);
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public class ContentSystem
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{
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public event ContentSystemUpdate ContentSystemListeners;
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Thread thread;
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readonly ContentManager contentManager;
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readonly Queue<LoadableContent> queue;
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Dictionary<string, IDisposable> assets;
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public readonly Dictionary<Type, IContentPathModifier> contentPathModifier;
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volatile float progress;
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public ContentSystem(ContentManager contentManager)
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{
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this.contentManager = contentManager;
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assets = new Dictionary<string, IDisposable>();
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queue = new Queue<LoadableContent>();
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contentPathModifier = new Dictionary<Type, IContentPathModifier>();
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}
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private void Load(string assetName, Type type, bool usePathModifier)
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{
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string path = assetName;
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if (usePathModifier)
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{
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IContentPathModifier handler = contentPathModifier[type];
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path = handler.Modify(assetName);
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}
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assets.Add(assetName, contentManager.Load<IDisposable>(path));
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Debug.WriteLine("Loaded asset: " + assetName);
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}
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public T Get<T>(string assetName)
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{
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lock (queue)
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{
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return (T)assets[assetName];
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}
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}
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public void Queue<T>(string assetName, bool usePathModifier = true) where T : IDisposable
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{
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lock (queue)
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{
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if (!assets.ContainsKey(assetName))
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{
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queue.Enqueue(new LoadableContent(assetName, typeof(T), usePathModifier));
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Debug.WriteLine("Queued asset: " + assetName);
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}
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else
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{
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throw new InvalidOperationException("Did not queue asset due to asset with same name being loaded: " + assetName);
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}
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}
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}
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/// <summary>
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/// Called whenever a batch of assets should be loaded from the queue. Safe to call once every frame.
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/// </summary>
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public void Update()
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{
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if (queue.Count > 0 && (thread == null || !thread.IsAlive))
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{
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ThreadStart threadStart = new ThreadStart(LoadBatch);
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thread = new Thread(threadStart);
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thread.Start();
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}
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}
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private void LoadBatch()
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{
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int totalTasks = queue.Count;
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int tasksCompleted = 0;
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while (queue.Count != 0)
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{
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lock (queue)
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{
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LoadableContent content = queue.Dequeue();
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Load(content.assetName, content.type, content.usePathModifier);
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tasksCompleted++;
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progress = (float)tasksCompleted / totalTasks;
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OnProgress(content.assetName, progress);
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}
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}
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}
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/// <summary>
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/// Removes the asset from the list of assets in the system.
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/// Cannot remove from queue.
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/// </summary>
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/// <param name="name">the string name used to load the asset</param>
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public void Remove(string name)
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{
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lock (queue)
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{
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if (assets.ContainsKey(name))
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{
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assets[name].Dispose();
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assets.Remove(name);
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}
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}
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}
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/// <summary>
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/// Clears the queue.
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/// </summary>
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public void ClearQueue()
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{
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lock (queue)
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{
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queue.Clear();
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}
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}
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/// <summary>
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/// Unloads everything from both queue and loaded list while properly disposing of the assets loaded.
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/// </summary>
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public void UnloadAll()
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{
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lock (queue)
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{
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contentManager.Unload();
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assets.Clear();
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ClearQueue();
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Debug.WriteLine("Unloaded all assets.");
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}
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}
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public bool Done
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{
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get
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{
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return queue.Count == 0;
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}
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}
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protected virtual void OnProgress(string fileName, float progress)
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{
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ContentSystemListeners?.Invoke(fileName, progress);
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}
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public float Progress
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{
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get
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{
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return progress;
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}
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}
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}
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}
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