rhythmbullet/RhythmBullet/Zer01HD/Utilities/ContentSystem/ContentSystem.cs

99 lines
2.7 KiB
C#

using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
{
public class ContentSystem
{
volatile bool queued;
Thread thread;
readonly ContentManager contentManager;
readonly Queue<ContentLoad> queue;
Dictionary<string, IDisposable> assets;
readonly Dictionary<Type, IContentResolver> contentResolver;
public ContentSystem(ContentManager contentManager)
{
this.contentManager = contentManager;
assets = new Dictionary<string, IDisposable>();
queue = new Queue<ContentLoad>();
contentResolver = new Dictionary<Type, IContentResolver>();
}
private void Load(string assetName, Type type)
{
IContentResolver handler = contentResolver[type];
string path = handler.Load(assetName);
assets.Add(assetName, contentManager.Load<IDisposable>(path));
}
private void LoadBatch()
{
while (queue.Count != 0)
{
lock (queue)
{
ContentLoad content = queue.Dequeue();
Load(content.assetName, content.type);
}
queued = false;
}
}
public T Get<T>(string assetName)
{
lock(queue)
{
return (T)assets[assetName];
}
}
public void Queue(string assetName, Type type)
{
queued = true;
lock (queue)
{
if (!assets.ContainsKey(assetName))
{
queue.Enqueue(new ContentLoad(assetName, type));
}
}
}
/// <summary>
/// Called whenever a batch of assets should be loaded from the queue. Safe to call once every frame.
/// </summary>
void Update()
{
if (queue.Count > 0)
{
if (thread == null || !thread.IsAlive)
{
ThreadStart threadStart = new ThreadStart(LoadBatch);
thread = new Thread(threadStart);
}
}
}
void UnloadAll()
{
foreach (KeyValuePair<string, IDisposable> asset in assets)
{
asset.Value.Dispose();
assets.Remove(asset.Key);
}
}
bool Done()
{
return queued;
}
}
}