CUGL 2.1
Cornell University Game Library
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#include <CULoader.h>
Public Member Functions | |
BaseLoader () | |
~BaseLoader () | |
virtual void | dispose () |
virtual bool | init () |
virtual bool | init (const std::shared_ptr< ThreadPool > &threads) |
std::shared_ptr< BaseLoader > | getHook () |
std::shared_ptr< ThreadPool > | getThreadPool () const |
void | setThreadPool (const std::shared_ptr< ThreadPool > &threads) |
void | setManager (AssetManager *manager) |
const AssetManager * | getManager () const |
bool | load (const std::string key, const std::string source) |
bool | load (const std::shared_ptr< JsonValue > &json) |
void | loadAsync (const std::string key, const std::string source, LoaderCallback callback) |
void | loadAsync (const std::shared_ptr< JsonValue > &json, LoaderCallback callback) |
bool | unload (const std::string key) |
bool | unload (const std::shared_ptr< JsonValue > &json) |
virtual void | unloadAll () |
virtual std::vector< std::string > | keys () |
bool | contains (const std::string key) const |
virtual size_t | loadCount () const |
virtual size_t | waitCount () const |
bool | complete () const |
float | progress () const |
Protected Member Functions | |
virtual bool | read (const std::string key, const std::string source, LoaderCallback callback, bool async) |
virtual bool | read (const std::shared_ptr< JsonValue > &json, LoaderCallback callback, bool async) |
virtual bool | purge (const std::string key) |
virtual bool | purge (const std::shared_ptr< JsonValue > &json) |
virtual bool | verify (const std::string key) const |
Protected Attributes | |
std::shared_ptr< ThreadPool > | _loader |
AssetManager * | _manager |
This class provides a polymorphic base to the loader system.
This is effectively a Java-style interface. It identifies the methods that all loaders must have, and provides a type for the AssetManager to use in its underlying storage container.
IMPORTANT: This class is not even remotely thread-safe. Do not call any of these methods outside of the main CUGL thread.
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Creates a degenerate asset loader with no resources
NEVER CALL THIS CONSTRUCTOR. As this is an abstract class, you should call one of the static constructors of the appropriate child class.
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Deletes this asset loader, disposing of all resources.
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Returns true if the loader has finished loading all assets.
It is not safe to use asynchronously loaded assets until all loading is complete. This method allows us to determine when asset loading is complete via polling.
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Returns true if the key maps to a loaded asset.
This method is useful in case the asset fails to load.
key | the key associated with the asset |
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Disposes all resources and assets of this loader
Any assets loaded by this object will be immediately released by the loader. However, an asset may still be available if it is referenced by another smart pointer. See the description of the specific implementation for how assets are released.
Once the loader is disposed, any attempts to load a new asset will fail. You must reinitialize the loader to begin loading assets again.
This method is abstract and should be overridden in the specific implementation for each asset.
Reimplemented in cugl::Scene2Loader, cugl::TextureLoader, cugl::FontLoader, cugl::GenericLoader< T >, cugl::SoundLoader, cugl::WidgetLoader, and cugl::JsonLoader.
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Returns a pointer for attaching this loader to an AssetManager.
Smart pointers are great, and all asset loaders should be referenced by one. However, polymorphism and smart pointers really do not mix and type casting can be quite tricky. This method provides a simple interface for handling this type case.
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Returns the asset manager for this loader.
The asset manager allows this loader to access previously loaded assets. This allows materialization of complex, dependent assets.
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Returns the thread pool attached to this loader
The thread pool is used for asynchronous loading. Multiple asset loaders can share the same thread pool. This keeps the system from being overloaded by a large number of threads.
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Initializes a new asset loader.
This method bootstraps the loader with any initial resources that it needs to load assets. Attempts to load an asset before this method is called will fail.
This loader will have no associated threads. That means any asynchronous loading will fail until a thread is provided via setThreadPool.
This method is abstract and should be overridden in the specific implementation for each asset.
Reimplemented in cugl::Scene2Loader.
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Initializes a new asset loader.
This method bootstraps the loader with any initial resources that it needs to load assets. Attempts to load an asset before this method is called will fail.
This method is abstract and should be overridden in the specific implementation for each asset.
threads | The thread pool for asynchronous loading support |
Reimplemented in cugl::Scene2Loader.
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Returns the set of active keys in this loader.
Reimplemented in cugl::Loader< T >, cugl::Loader< WidgetValue >, cugl::Loader< Texture >, cugl::Loader< scene2::SceneNode >, cugl::Loader< Sound >, cugl::Loader< JsonValue >, and cugl::Loader< Font >.
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Synchronously loads the given asset with the specified key.
The asset will be loaded synchronously, which means the main CUGL thread will block until loading is complete. When it is finished loading, the asset will be added to the contents loader, and accessible under the given key.
This version of load provides support for JSON directories. The exact format of the directory entry is up to you. However, unless the asset is one of the five basic types, it will not be supported by AssetManager. You will need to load the directory manually in that case.
This method is abstract and should be overridden in child classes to support the appropriate asset type.
json | The directory entry for the asset |
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Synchronously loads the given asset with the specified key.
The asset will be loaded synchronously, which means the main CUGL thread will block until loading is complete. When it is finished loading, the asset will be added to the contents loader, and accessible under the given key.
This method is abstract and should be overridden in child classes to support the appropriate asset type.
key | The key to access the asset after loading |
source | The pathname to the asset |
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Asynchronously loads the given asset with the specified key.
The asset will be loaded asynchronously. When it is finished loading, the asset will be added to this loader, and accessible under the given key. This method will mark the loading process as not complete, even if it was completed previously. It is not safe to access the loaded asset until it is complete again.
This version of loadAsync provides support for JSON directories. The exact format of the directory entry is up to you. However, unless the asset is one of the five basic types, it will not be supported by AssetManager. You will need to load the directory manually in that case.
The optional callback function will be called with the asset status when it either finishes loading or fails to load.
This method is abstract and should be overridden in child classes to support the appropriate asset type.
json | The JSON entry (and key) associated with the asset |
callback | An optional callback for asynchronous loading |
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Asynchronously loads the given asset with the specified key.
The asset will be loaded asynchronously. When it is finished loading, the asset will be added to this loader, and accessible under the given key. This method will mark the loading process as not complete, even if it was completed previously. It is not safe to access the loaded asset until it is complete again.
The optional callback function will be called with the asset status when it either finishes loading or fails to load.
This method is abstract and should be overridden in child classes to support the appropriate asset type.
key | The key to access the asset after loading |
source | The pathname to the asset |
callback | An optional callback for asynchronous loading |
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Returns the number of assets currently loaded.
This is a rough way to determine how many assets have been loaded so far. This method counts each asset equally regardless of the memory requirements of each asset.
This method is abstract and should be overridden in child classes to support the appropriate asset type.
Reimplemented in cugl::Loader< T >, cugl::Loader< WidgetValue >, cugl::Loader< Texture >, cugl::Loader< scene2::SceneNode >, cugl::Loader< Sound >, cugl::Loader< JsonValue >, and cugl::Loader< Font >.
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Returns the loader progress as a percentage.
This method returns a value between 0 and 1. A value of 0 means no assets have been loaded. A value of 1 means that all assets have been loaded.
Anything in-between indicates that there are assets which have been loaded asynchronously and have not completed loading. It is not safe to use asynchronously loaded assets until all loading is complete.
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Unloads the asset for the given directory entry
An asset may still be available if it is referenced by a smart pointer. See the description of the specific implementation for how assets are released.
This method is abstract and should be overridden in child classes. You will notice that this method is essentially identical to unload. We separated the methods because overloading and virtual methods do not place nice.
json | The directory entry for the asset |
Reimplemented in cugl::TextureLoader, and cugl::Scene2Loader.
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Unloads the asset for the given key
An asset may still be available if it is referenced by a smart pointer. See the description of the specific implementation for how assets are released.
This method is abstract and should be overridden in child classes. You will notice that this method is essentially identical to unload. We separated the methods because overloading and virtual methods do not place nice.
Reimplemented in cugl::Loader< T >, cugl::Loader< WidgetValue >, cugl::Loader< Texture >, cugl::Loader< scene2::SceneNode >, cugl::Loader< Sound >, cugl::Loader< JsonValue >, and cugl::Loader< Font >.
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Internal method to support asset loading.
This method supports either synchronous or asynchronous loading, as specified by the given parameter. If the loading is asynchronous, the user may specify an optional callback function.
This method is abstract and should be overridden in child classes to support the appropriate asset type.
This version of read provides support for JSON directories. The exact exact format of the directory entry is up to you. However, unless the asset is one of the four basic types, it will not be supported by AssetManager. You will need to load the directory manually in that case.
json | The directory entry for the asset |
callback | An optional callback for asynchronous loading |
async | Whether the asset was loaded asynchronously |
Reimplemented in cugl::FontLoader, cugl::TextureLoader, cugl::Scene2Loader, cugl::GenericLoader< T >, cugl::SoundLoader, cugl::WidgetLoader, and cugl::JsonLoader.
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Internal method to support asset loading.
This method supports either synchronous or asynchronous loading, as specified by the given parameter. If the loading is asynchronous, the user may specify an optional callback function.
This method is abstract and should be overridden in child classes to support the appropriate asset type.
key | The key to access the asset after loading |
source | The pathname to the asset |
callback | An optional callback for asynchronous loading |
async | Whether the asset was loaded asynchronously |
Reimplemented in cugl::Scene2Loader, cugl::TextureLoader, cugl::FontLoader, cugl::SoundLoader, cugl::WidgetLoader, and cugl::JsonLoader.
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Sets the asset manager for this loader.
The asset manager allows this loader to access previously loaded assets. This allows materialization of complex, dependent assets.
manager | The asset manager |
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Sets the thread pool attached to this loader
If there was a previously attached thread pool, it will be deleted and the threads will be shutdown. Assets not yet loaded by that thread pool will fail to load. Hence it is unsafe to call this method if the loader is actively loading assets.
The thread pool is used for asynchronous loading. Multiple asset loaders can share the same thread pool. This keeps the system from being overloaded by a large number of threads.
threads | The thread pool attached to this loader |
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Unloads the asset for the given JSON entry
An asset may still be available if it is referenced by a smart pointer. See the description of the specific implementation for how assets are released.
This method is abstract and should be overridden in the child classes.
json | the JSON entry (and key) associated with the asset |
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Unloads the asset for the given key
An asset may still be available if it is referenced by a smart pointer. See the description of the specific implementation for how assets are released.
This method is abstract and should be overridden in child classes.
key | the key associated with the asset |
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Unloads all assets present in this loader.
An asset may still be available if it is referenced by a smart pointer. See the description of the specific implementation for how assets are released.
This method is abstract and should be overridden in the child classes.
Reimplemented in cugl::Loader< T >, cugl::Loader< WidgetValue >, cugl::Loader< Texture >, cugl::Loader< scene2::SceneNode >, cugl::Loader< Sound >, cugl::Loader< JsonValue >, and cugl::Loader< Font >.
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Returns true if the key maps to a loaded asset.
This method is useful in case the asset fails to load. You will notice that this method is essentially identical to contains. We separated the methods because overloading and virtual methods do not place nice.
key | The key associated with the asset |
Reimplemented in cugl::Loader< T >, cugl::Loader< WidgetValue >, cugl::Loader< Texture >, cugl::Loader< scene2::SceneNode >, cugl::Loader< Sound >, cugl::Loader< JsonValue >, and cugl::Loader< Font >.
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Returns the number of assets waiting to load.
This is a rough way to determine how many assets are still pending. An asset is pending if it has been loaded asychronously, and the loading process has not yet finished. This method counts each asset equally regardless of the memory requirements of each asset.
This method is abstract and should be overridden in child classes to support the appropriate asset type.
Reimplemented in cugl::Loader< T >, cugl::Loader< WidgetValue >, cugl::Loader< Texture >, cugl::Loader< scene2::SceneNode >, cugl::Loader< Sound >, cugl::Loader< JsonValue >, and cugl::Loader< Font >.
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The associated thread for asynchronous loading
If this value is nullptr, only synchronous loading is supported
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The parent asset manager for this loader (may be null)
This is a weak reference to avoid cycles.