//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #ifndef QUEUEDLOADER_H #define QUEUEDLOADER_H #ifdef _WIN32 #pragma once #endif #include "tier0/platform.h" #include "appframework/IAppSystem.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; virtual void QueueCleanupDynamicLoadFunctor( CFunctor* pFunctor ) = 0; virtual bool CleanupDynamicLoad() = 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