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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef QUEUEDLOADER_H
#define QUEUEDLOADER_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/IAppSystem.h"
#include "tier0/platform.h"
class CFunctor;
enum LoaderError_t {
LOADERERROR_NONE = 0,
LOADERERROR_FILEOPEN = -1,
LOADERERROR_READING = -2,
};
enum LoaderPriority_t {
LOADERPRIORITY_ANYTIME = 0, // low priority, job can finish during gameplay
LOADERPRIORITY_BEFOREPLAY = 1, // job must complete before load ends
LOADERPRIORITY_DURINGPRELOAD =
2, // job must be complete during preload phase
};
typedef void (*QueuedLoaderCallback_t)(void *pContext, void *pContext2,
const void *pData, int nSize,
LoaderError_t loaderError);
typedef void (*DynamicResourceCallback_t)(const char *pFilename, void *pContext,
void *pContext2);
struct LoaderJob_t {
LoaderJob_t() { memset(this, 0, sizeof(*this)); }
const char *m_pFilename; // path to resource
const char *m_pPathID; // optional, can be NULL
QueuedLoaderCallback_t m_pCallback; // called at i/o delivery
void *m_pContext; // caller provided data
void *m_pContext2; // caller provided data
void *m_pTargetData; // optional, caller provided target buffer
int m_nBytesToRead; // optional read clamp, otherwise 0
unsigned int m_nStartOffset; // optional start offset, otherwise 0
LoaderPriority_t m_Priority; // data must arrive by specified interval
bool m_bPersistTargetData; // caller wants ownership of i/o buffer
};
enum ResourcePreload_t {
RESOURCEPRELOAD_UNKNOWN,
RESOURCEPRELOAD_SOUND,
RESOURCEPRELOAD_MATERIAL,
RESOURCEPRELOAD_MODEL,
RESOURCEPRELOAD_CUBEMAP,
RESOURCEPRELOAD_STATICPROPLIGHTING,
RESOURCEPRELOAD_ANONYMOUS,
RESOURCEPRELOAD_COUNT
};
abstract_class IResourcePreload {
public:
// Called during preload phase for ALL the resources expected by the level.
// Caller should not do i/o but generate AddJob() requests. Resources that
// already exist and are not referenced by this function would be candidates
// for purge.
virtual bool CreateResource(const char *pName) = 0;
// Sent as an event hint during preload, that creation has completed,
// AddJob() i/o is about to commence. Caller should purge any unreferenced
// resources before the AddJobs are performed. "Must Complete" data will be
// guaranteed finished, at preload conclusion, before the normal load phase
// commences.
virtual void PurgeUnreferencedResources() = 0;
// Sent as an event hint that gameplay rendering is imminent.
// Low priority jobs may still be in async flight.
virtual void OnEndMapLoading(bool bAbort) = 0;
virtual void PurgeAll() = 0;
};
// Default implementation
class CResourcePreload : public IResourcePreload {
void PurgeUnreferencedResources() {}
void OnEndMapLoading(bool bAbort) {}
void PurgeAll() {}
};
// UI can install progress notification
abstract_class ILoaderProgress {
public:
// implementation must ignore UpdateProgress() if not scoped by Begin/End
virtual void BeginProgress() = 0;
virtual void EndProgress() = 0;
virtual void UpdateProgress(float progress) = 0;
};
// spew detail
#define LOADER_DETAIL_NONE 0
#define LOADER_DETAIL_TIMING (1 << 0)
#define LOADER_DETAIL_COMPLETIONS (1 << 1)
#define LOADER_DETAIL_LATECOMPLETIONS (1 << 2)
#define LOADER_DETAIL_PURGES (1 << 3)
#define QUEUEDLOADER_INTERFACE_VERSION "QueuedLoaderVersion004"
abstract_class IQueuedLoader : public IAppSystem {
public:
virtual void InstallLoader(ResourcePreload_t type,
IResourcePreload * pLoader) = 0;
virtual void InstallProgress(ILoaderProgress * pProgress) = 0;
// Set bOptimizeReload if you want appropriate data (such as static prop
// lighting) to persist - rather than being purged and reloaded - when going
// from map A to map A.
virtual bool BeginMapLoading(const char *pMapName, bool bLoadForHDR,
bool bOptimizeMapReload) = 0;
virtual void EndMapLoading(bool bAbort) = 0;
virtual bool AddJob(const LoaderJob_t *pLoaderJob) = 0;
// injects a resource into the map's reslist, rejected if not understood
virtual void AddMapResource(const char *pFilename) = 0;
// dynamically load a map resource
virtual void DynamicLoadMapResource(const char *pFilename,
DynamicResourceCallback_t pCallback,
void *pContext, void *pContext2) = 0;
virtual void QueueDynamicLoadFunctor(CFunctor * pFunctor) = 0;
virtual bool CompleteDynamicLoad() = 0;
// callback is asynchronous
virtual bool ClaimAnonymousJob(const char *pFilename,
QueuedLoaderCallback_t pCallback,
void *pContext, void *pContext2 = NULL) = 0;
// provides data if loaded, caller owns data
virtual bool ClaimAnonymousJob(const char *pFilename, void **pData,
int *pDataSize,
LoaderError_t *pError = NULL) = 0;
virtual bool IsMapLoading() const = 0;
virtual bool IsSameMapLoading() const = 0;
virtual bool IsFinished() const = 0;
// callers can expect that jobs are not immediately started when batching
virtual bool IsBatching() const = 0;
virtual bool IsDynamic() const = 0;
// callers can conditionalize operational spew
virtual int GetSpewDetail() const = 0;
virtual void PurgeAll() = 0;
};
extern IQueuedLoader *g_pQueuedLoader;
#endif // QUEUEDLOADER_H