116 lines
4.2 KiB
C++
116 lines
4.2 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by [Dennis Andersen] [2013]
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/////////////////////////////////////////////////////////////////////
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#ifndef MISC_OYSTER_RESOURCE_H
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#define MISC_OYSTER_RESOURCE_H
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namespace Oyster
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{
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namespace Resource
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{
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/** A Resource handle representing various resources */
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typedef unsigned long OHRESOURCE;
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/** An enum class representing all avalible resources that is supported. */
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enum ResourceType
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{
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//Texture
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ResourceType_Texture_PNG, /**< Handle can be interpeted as ID3D11ShaderResourceView */
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ResourceType_Texture_DDS, /**< Handle can be interpeted as ID3D11ShaderResourceView */
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ResourceType_Texture_JPG, /**< Handle can be interpeted as ID3D11ShaderResourceView */
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//Mesh
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ResourceType_Mesh_AllInOne, /**< Handle can be interpeted as ? */
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ResourceType_Mesh_VertexData, /**< Handle can be interpeted as ? */
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ResourceType_Mesh_AnimationData, /**< Handle can be interpeted as ? */
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//Audio
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ResourceType_Audio_mp3, /**< Handle can be interpeted as ? */
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//Shaders
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ResourceType_Shader_Vertex, /**< Handle can be interpeted as ? */
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ResourceType_Shader_VertexBLOB, /**< Handle can be interpeted as ID3Blob */
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ResourceType_Shader_Hull, /**< Handle can be interpeted as ? */
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ResourceType_Shader_Domain, /**< Handle can be interpeted as ? */
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ResourceType_Shader_Geometry, /**< Handle can be interpeted as ? */
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ResourceType_Shader_Pixel, /**< Handle can be interpeted as ? */
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ResourceType_Shader_Compute, /**< Handle can be interpeted as ? */
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//Byte
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ResourceType_Byte_Raw, /**< Handle can be interpeted as char[] or char* */
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ResourceType_Byte_ANSI, /**< Handle can be interpeted as char[] or char* */
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ResourceType_Byte_UTF8, /**< Handle can be interpeted as char[] or char* */
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ResourceType_Byte_UNICODE, /**< Handle can be interpeted as char[] or char* */
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ResourceType_Byte_UTF16LE, /**< Handle can be interpeted as char[] or char* */
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ResourceType_COUNT, /**< Handle can be interpeted as ? */
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ResourceType_UNKNOWN = -1 /**< Handle can be interpeted as char[] or char* */
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};
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/** A resource handler interface to interact with when loading resources.
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* The resource handler uses the filename to make resources unuiqe.
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*/
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class IResourceHandler
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{
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public:
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/**
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* Release the resource handle, wich in turn releases every resource loaded with this instance.
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* @return Nothing.
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*/
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static void Release();
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/**
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* Load a resource given a type.
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* @param filename The path to the resource.
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* @param type The resource type to load.
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* @param force If set to true, the resource will be reloaded if it already exists. If it does not, nothing happens.
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* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
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*/
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static OHRESOURCE LoadResource(const wchar_t filename[], ResourceType type, bool force = false);
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/**
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* Releases all resources loaded by the resource handler.
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* @return Nothing
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*/
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static void Clean();
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/**
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* Release a reference to the resource handle
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* @param resource The handle to release.
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* @return Nothing
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*/
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static void ReleaseResource(const OHRESOURCE& resource);
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/** Set a user defined ID
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* @param resource A handle to accociate the id with.
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* @param id A user defined identifier that the resource handler does not touch.
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*/
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static void SetResourceId(const OHRESOURCE& resource, unsigned int id);
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/** Get a resource type given a OHRESOURCE handle
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* @param resource The handle to check
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* @return Returns the resource type of the handle
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*/
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static ResourceType GetResourceType(const OHRESOURCE& resource);
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/** Get a resource filename given a OHRESOURCE handle
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* @param resource The handle to check
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* @return Returns the accociated filename
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*/
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static const wchar_t* GetResourceFilename(const OHRESOURCE& resource);
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/** Get a user defined ID accociated with a handle
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* @param resource The handle to check
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* @return Returns the accociated ID
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*/
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static unsigned int GetResourceId(const OHRESOURCE& resource);
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};
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}
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}
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#endif
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