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143 lines
3.8 KiB
C++
143 lines
3.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_ASYNC_FILE_MANAGER_3D_H
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#define NL_ASYNC_FILE_MANAGER_3D_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/thread.h"
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#include "nel/misc/async_file_manager.h"
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namespace NL3D
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{
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class IShape;
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class IDriver;
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class CInstanceGroup;
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class UInstanceGroup;
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class CTextureFile;
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/**
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* CAsyncFileManager is a class that manage file loading in a seperate thread
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* \author Matthieu Besson
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* \author Nevrax France
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* \date 2002
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*/
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class CAsyncFileManager3D
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{
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NLMISC_SAFE_SINGLETON_DECL(CAsyncFileManager3D);
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CAsyncFileManager3D();
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public:
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// static CAsyncFileManager3D &getInstance (); // Must be called instead of constructing the object
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static void terminate (); // release singleton
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void loadMesh (const std::string &sMeshName, IShape **ppShp, IDriver *pDriver, const NLMISC::CVector &position, uint textureSlot);
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bool cancelLoadMesh (const std::string& sMeshName);
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void loadIG (const std::string &igName, CInstanceGroup **ppIG);
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void loadIGUser (const std::string &igName, UInstanceGroup **ppIG);
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void loadTexture (CTextureFile *textureFile, bool *pSgn, const NLMISC::CVector &position);
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bool cancelLoadTexture (CTextureFile *textFile);
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// Do not use these methods with the bigfile manager
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void loadFile (const std::string &fileName, uint8 **pPtr);
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void loadFiles (const std::vector<std::string> &vFileNames, const std::vector<uint8**> &vPtrs);
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void signal (bool *pSgn); // Signal a end of loading for a group of "mesh or file" added
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void cancelSignal (bool *pSgn);
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private:
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// CAsyncFileManager3D (); // Singleton mode -> access it with the getInstance function
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// static CAsyncFileManager3D *_Singleton;
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friend class CLoadMeshCancel;
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friend class CLoadTextureCancel;
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// All the tasks
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// -------------
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// Load a .shape
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class CMeshLoad : public NLMISC::IRunnablePos
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{
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IShape **_ppShp;
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IDriver *_pDriver;
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uint _SelectedTexture;
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public:
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std::string MeshName;
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public:
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CMeshLoad (const std::string &meshName, IShape **ppShp, IDriver *pDriver, const CVector &position, uint selectedTexture);
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void run (void);
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void getName (std::string &result) const;
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};
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// Load a .ig
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class CIGLoad : public NLMISC::IRunnable
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{
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std::string _IGName;
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CInstanceGroup **_ppIG;
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public:
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CIGLoad (const std::string& meshName, CInstanceGroup **ppIG);
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void run (void);
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void getName (std::string &result) const;
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};
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// Load a .ig User Interface
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class CIGLoadUser : public NLMISC::IRunnable
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{
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std::string _IGName;
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UInstanceGroup **_ppIG;
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public:
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CIGLoadUser (const std::string& meshName, UInstanceGroup **ppIG);
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void run (void);
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void getName (std::string &result) const;
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};
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// Load a texture
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class CTextureLoad : public NLMISC::IRunnablePos
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{
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public:
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CTextureFile *TextureFile;
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bool *Signal;
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public:
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CTextureLoad(CTextureFile *textureFile, bool *psgn, const CVector &position)
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: TextureFile(textureFile), Signal(psgn)
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{
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Position = position;
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}
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void run();
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void getName (std::string &result) const;
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};
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};
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} // NL3D
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#endif // NL_ASYNC_FILE_MANAGER_3D_H
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/* End of async_file_manager.h */
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