text: /*
  -----------------------------------------------------------------------------
  This source file is part of OGRE-Next
      (Object-oriented Graphics Rendering Engine)
  For the latest info, see http://www.ogre3d.org/
  
  Copyright (c) 2000-2014 Torus Knot Software Ltd
  
  Permission is hereby granted, free of charge, to any person obtaining a copy
  of this software and associated documentation files (the "Software"), to deal
  in the Software without restriction, including without limitation the rights
  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  copies of the Software, and to permit persons to whom the Software is
  furnished to do so, subject to the following conditions:
  
  The above copyright notice and this permission notice shall be included in
  all copies or substantial portions of the Software.
  
  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  THE SOFTWARE.
  -----------------------------------------------------------------------------
  */
  #ifndef _ResourceManager_H__
  #define _ResourceManager_H__
  
  #include "OgrePrerequisites.h"
  
  #include "OgreResource.h"
  #include "OgreResourceGroupManager.h"
  #include "OgreCommon.h"
  #include "OgreStringVector.h"
  #include "OgreScriptLoader.h"
  
  #include "ogrestd/unordered_map.h"
  
  #include "OgreHeaderPrefix.h"
  
  namespace Ogre {
  
      /** Template class describing a simple pool of items.
       */
      template <typename T>
      class Pool
      {
      protected:
          typedef typename list<T>::type ItemList;
          ItemList mItems;
          OGRE_AUTO_MUTEX;
      public:
          Pool() {}
          virtual ~Pool() {}
  
          /** Get the next item from the pool.
           @return pair indicating whether there was a free item, and the item if so
           */
          virtual std::pair<bool, T> removeItem()
          {
              OGRE_LOCK_AUTO_MUTEX;
              std::pair<bool, T> ret;
              if (mItems.empty())
              {
                  ret.first = false;
              }
              else
              {
                  ret.first = true;
                  ret.second = mItems.front();
                  mItems.pop_front();
              }
              return ret;
          }
  
          /** Add a new item to the pool.
           */
          virtual void addItem(const T& i)
          {
              OGRE_LOCK_AUTO_MUTEX;
              mItems.push_front(i);
          }
          /// Clear the pool
          virtual void clear()
          {
              OGRE_LOCK_AUTO_MUTEX;
              mItems.clear();
          }
      };
  
      /** \addtogroup Core
      *  @{
      */
      /** \addtogroup Resources
      *  @{
      */
      /** Defines a generic resource handler.
      @remarks
          A resource manager is responsible for managing a pool of
          resources of a particular type. It must index them, look
          them up, load and destroy them. It may also need to stay within
          a defined memory budget, and temporarily unload some resources
          if it needs to to stay within this budget.
      @par
          Resource managers use a priority system to determine what can
          be unloaded, and a Least Recently Used (LRU) policy within
          resources of the same priority.
      @par
          Resources can be loaded using the generalised load interface,
          and they can be unloaded and removed. In addition, each 
          subclass of ResourceManager will likely define custom 'load' methods
          which take explicit parameters depending on the kind of resource
          being created.
      @note
          Resources can be loaded and unloaded through the Resource class, 
          but they can only be removed (and thus eventually destroyed) using
          their parent ResourceManager.
      @note
          If OGRE_THREAD_SUPPORT is 1, this class is thread-safe.
      */
      class _OgreExport ResourceManager : public ScriptLoader, public ResourceAlloc
      {
      public:
          OGRE_AUTO_MUTEX; // public to allow external locking
          ResourceManager();
          virtual ~ResourceManager();
  
          /** Creates a new blank resource, but does not immediately load it.
          @remarks
              Resource managers handle disparate types of resources, so if you want
              to get at the detailed interface of this resource, you'll have to 
              cast the result to the subclass you know you're creating. 
          @param name The unique name of the resource
          @param group The name of the resource group to attach this new resource to
          @param isManual Is this resource manually loaded? If so, you should really
              populate the loader parameter in order that the load process
              can call the loader back when loading is required. 
          @param loader Pointer to a ManualLoader implementation which will be called
              when the Resource wishes to load (should be supplied if you set
              isManual to true). You can in fact leave this parameter null 
              if you wish, but the Resource will never be able to reload if 
              anything ever causes it to unload. Therefore provision of a proper
              ManualLoader instance is strongly recommended.
          @param createParams If any parameters are required to create an instance,
              they should be supplied here as name / value pairs
          */
          virtual ResourcePtr createResource(const String& name, const String& group,
              bool isManual = false, ManualResourceLoader* loader = 0, 
              const NameValuePairList* createParams = 0);
  
          typedef std::pair<ResourcePtr, bool> ResourceCreateOrRetrieveResult;
          /** Create a new resource, or retrieve an existing one with the same
              name if it already exists.
          @remarks
              This method performs the same task as calling getByName() followed
              by create() if that returns null. The advantage is that it does it
              in one call so there are no race conditions if using multiple
              threads that could cause getByName() to return null, but create() to
              fail because another thread created a resource in between.
          @see ResourceManager::createResource
          @see ResourceManager::getResourceByName
          @return A pair, the first element being the pointer, and the second being 
              an indicator specifying whether the resource was newly created.
          */
          virtual ResourceCreateOrRetrieveResult createOrRetrieve(const String& name, 
              const String& group, bool isManual = false, 
              ManualResourceLoader* loader = 0, 
              const NameValuePairList* createParams = 0);
          
          /** Set a limit on the amount of memory this resource handler may use.
              @remarks
                  If, when asked to load a new resource, the manager believes it will exceed this memory
                  budget, it will temporarily unload a resource to make room for the new one. This unloading
                  is not permanent and the Resource is not destroyed; it simply needs to be reloaded when
                  next used.
          */
          virtual void setMemoryBudget(size_t bytes);
  
          /** Get the limit on the amount of memory this resource handler may use.
          */
          virtual size_t getMemoryBudget() const;
  
          /** Gets the current memory usage, in bytes. */
          virtual size_t getMemoryUsage() const { return mMemoryUsage.get(); }
  
          /** Unloads a single resource by name.
          @remarks
              Unloaded resources are not removed, they simply free up their memory
              as much as they can and wait to be reloaded.
              @see ResourceGroupManager for unloading of resource groups.
          */
          virtual void unload(const String& name);
          
          /** Unloads a single resource by handle.
          @remarks
              Unloaded resources are not removed, they simply free up their memory
              as much as they can and wait to be reloaded.
              @see ResourceGroupManager for unloading of resource groups.
          */
          virtual void unload(ResourceHandle handle);
  
          /** Unloads all resources.
          @remarks
              Unloaded resources are not removed, they simply free up their memory
              as much as they can and wait to be reloaded.
              @see ResourceGroupManager for unloading of resource groups.
          @param reloadableOnly If true (the default), only unload the resource that
              is reloadable. Because some resources isn't reloadable, they will be
              unloaded but can't load them later. Thus, you might not want to them
              unloaded. Or, you might unload all of them, and then populate them
              manually later.
              @see Resource::isReloadable for resource is reloadable.
          */
          void unloadAll(bool reloadableOnly = true)
              { unloadAll(reloadableOnly ? Resource::LF_DEFAULT : Resource::LF_INCLUDE_NON_RELOADABLE); }
  
          /** Caused all currently loaded resources to be reloaded.
          @remarks
              All resources currently being held in this manager which are also
              marked as currently loaded will be unloaded, then loaded again.
          @param reloadableOnly If true (the default), only reload the resource that
              is reloadable. Because some resources isn't reloadable, they will be
              unloaded but can't loaded again. Thus, you might not want to them
              unloaded. Or, you might unload all of them, and then populate them
              manually later.
              @see Resource::isReloadable for resource is reloadable.
          */
          void reloadAll(bool reloadableOnly = true)
              { reloadAll(reloadableOnly ? Resource::LF_DEFAULT : Resource::LF_INCLUDE_NON_RELOADABLE); }
  
          /** Unload all resources which are not referenced by any other object.
          @remarks
              This method behaves like unloadAll, except that it only unloads resources
              which are not in use, ie not referenced by other objects. This allows you
              to free up some memory selectively whilst still keeping the group around
              (and the resources present, just not using much memory).
          @par
              Some referenced resource may exists 'weak' pointer to their sub-components
              (e.g. Entity held pointer to SubMesh), in this case, unload or reload that
              resource will cause dangerous pointer access. Use this function instead of
              unloadAll allows you avoid fail in those situations.
          @param reloadableOnly If true (the default), only unloads resources
              which can be subsequently automatically reloaded.
          */
          void unloadUnreferencedResources(bool reloadableOnly = true)
              { unloadAll(reloadableOnly ? Resource::LF_ONLY_UNREFERENCED : Resource::LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE); }
  
          /** Caused all currently loaded but not referenced by any other object
              resources to be reloaded.
          @remarks
              This method behaves like reloadAll, except that it only reloads resources
              which are not in use, i.e. not referenced by other objects.
          @par
              Some referenced resource may exists 'weak' pointer to their sub-components
              (e.g. Entity held pointer to SubMesh), in this case, unload or reload that
              resource will cause dangerous pointer access. Use this function instead of
              reloadAll allows you avoid fail in those situations.
          @param reloadableOnly If true (the default), only reloads resources
              which can be subsequently automatically reloaded.
          */
          void reloadUnreferencedResources(bool reloadableOnly = true)
              { reloadAll(reloadableOnly ? Resource::LF_ONLY_UNREFERENCED : Resource::LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE); }
  
          /** Unloads all resources.
          @remarks
              Unloaded resources are not removed, they simply free up their memory
              as much as they can and wait to be reloaded.
              @see ResourceGroupManager for unloading of resource groups.
          @param flags Allow to restrict processing to only reloadable and/or
              unreferenced resources.
              @see Resource::LoadingFlags for additional information.
          */
          virtual void unloadAll(Resource::LoadingFlags flags);
  
          /** Caused all currently loaded resources to be reloaded.
          @remarks
              All resources currently being held in this manager which are also
              marked as currently loaded will be unloaded, then loaded again.
          @param flags Allow to restrict processing to only reloadable and/or
              unreferenced resources. Additionally, reloading could be done with
              preserving some selected resource states that could be used elsewhere.
              @see Resource::LoadingFlags for additional information.
          */
          virtual void reloadAll(Resource::LoadingFlags flags);
  
          /** Remove a single resource.
          @remarks
              Removes a single resource, meaning it will be removed from the list
              of valid resources in this manager, also causing it to be unloaded. 
          @note
              The word 'Destroy' is not used here, since
              if any other pointers are referring to this resource, it will persist
              until they have finished with it; however to all intents and purposes
              it no longer exists and will likely get destroyed imminently.
          @note
              If you do have shared pointers to resources hanging around after the 
              ResourceManager is destroyed, you may get problems on destruction of
              these resources if they were relying on the manager (especially if
              it is a plugin). If you find you get problems on shutdown in the
              destruction of resources, try making sure you release all your
              shared pointers before you shutdown OGRE.
          */
          virtual void remove(const ResourcePtr& r);
  
          /** Remove a single resource by name.
          @remarks
              Removes a single resource, meaning it will be removed from the list
              of valid resources in this manager, also causing it to be unloaded. 
          @note
              The word 'Destroy' is not used here, since
              if any other pointers are referring to this resource, it will persist
              until they have finished with it; however to all intents and purposes
              it no longer exists and will likely get destroyed imminently.
          @note
              If you do have shared pointers to resources hanging around after the 
              ResourceManager is destroyed, you may get problems on destruction of
              these resources if they were relying on the manager (especially if
              it is a plugin). If you find you get problems on shutdown in the
              destruction of resources, try making sure you release all your
              shared pointers before you shutdown OGRE.
          */
          virtual void remove(const String& name);
          
          /** Remove a single resource by handle.
          @remarks
              Removes a single resource, meaning it will be removed from the list
              of valid resources in this manager, also causing it to be unloaded. 
          @note
              The word 'Destroy' is not used here, since
              if any other pointers are referring to this resource, it will persist
              until they have finished with it; however to all intents and purposes
              it no longer exists and will likely get destroyed imminently.
          @note
              If you do have shared pointers to resources hanging around after the 
              ResourceManager is destroyed, you may get problems on destruction of
              these resources if they were relying on the manager (especially if
              it is a plugin). If you find you get problems on shutdown in the
              destruction of resources, try making sure you release all your
              shared pointers before you shutdown OGRE.
          */
          virtual void remove(ResourceHandle handle);
          /** Removes all resources.
          @note
              The word 'Destroy' is not used here, since
              if any other pointers are referring to these resources, they will persist
              until they have been finished with; however to all intents and purposes
              the resources no longer exist and will get destroyed imminently.
          @note
              If you do have shared pointers to resources hanging around after the 
              ResourceManager is destroyed, you may get problems on destruction of
              these resources if they were relying on the manager (especially if
              it is a plugin). If you find you get problems on shutdown in the
              destruction of resources, try making sure you release all your
              shared pointers before you shutdown OGRE.
          */
          virtual void removeAll();
  
          /** Remove all resources which are not referenced by any other object.
          @remarks
              This method behaves like removeAll, except that it only removes resources
              which are not in use, ie not referenced by other objects. This allows you
              to free up some memory selectively whilst still keeping the group around
              (and the resources present, just not using much memory).
          @par
              Some referenced resource may exists 'weak' pointer to their sub-components
              (e.g. Entity held pointer to SubMesh), in this case, remove or reload that
              resource will cause dangerous pointer access. Use this function instead of
              removeAll allows you avoid fail in those situations.
          @param reloadableOnly If true (the default), only removes resources
              which can be subsequently automatically reloaded.
          */
          virtual void removeUnreferencedResources(bool reloadableOnly = true);
  
          /** Retrieves a pointer to a resource by name, or null if the resource does not exist.
          */
          virtual ResourcePtr getResourceByName(const String& name, const String& groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME);
          /** Retrieves a pointer to a resource by handle, or null if the resource does not exist.
          */
          virtual ResourcePtr getByHandle(ResourceHandle handle);
          
          /// Returns whether the named resource exists in this manager
          virtual bool resourceExists(const String& name)
          {
              return !getResourceByName(name).isNull();
          }
          /// Returns whether a resource with the given handle exists in this manager
          virtual bool resourceExists(ResourceHandle handle)
          {
              return !getByHandle(handle).isNull();
          }
  
          /** Notify this manager that a resource which it manages has been 
              'touched', i.e. used. 
          */
          virtual void _notifyResourceTouched(Resource* res);
  
          /** Notify this manager that a resource which it manages has been 
              loaded. 
          */
          virtual void _notifyResourceLoaded(Resource* res);
  
          /** Notify this manager that a resource which it manages has been 
              unloaded.
          */
          virtual void _notifyResourceUnloaded(Resource* res);
  
          /** Generic prepare method, used to create a Resource specific to this 
              ResourceManager without using one of the specialised 'prepare' methods
              (containing per-Resource-type parameters).
          @param name The name of the Resource
          @param group The resource group to which this resource will belong
          @param isManual Is the resource to be manually loaded? If so, you should
              provide a value for the loader parameter
          @param loader The manual loader which is to perform the required actions
              when this resource is loaded; only applicable when you specify true
              for the previous parameter
          @param loadParams Optional pointer to a list of name/value pairs 
              containing loading parameters for this type of resource.
          @param backgroundThread Optional boolean which lets the load routine know if it
              is being run on the background resource loading thread
          */
          virtual ResourcePtr prepare(const String& name, 
              const String& group, bool isManual = false, 
              ManualResourceLoader* loader = 0, const NameValuePairList* loadParams = 0,
              bool backgroundThread = false);
  
          /** Generic load method, used to create a Resource specific to this 
              ResourceManager without using one of the specialised 'load' methods
              (containing per-Resource-type parameters).
          @param name The name of the Resource
          @param group The resource group to which this resource will belong
          @param isManual Is the resource to be manually loaded? If so, you should
              provide a value for the loader parameter
          @param loader The manual loader which is to perform the required actions
              when this resource is loaded; only applicable when you specify true
              for the previous parameter
          @param loadParams Optional pointer to a list of name/value pairs 
              containing loading parameters for this type of resource.
          @param backgroundThread Optional boolean which lets the load routine know if it
              is being run on the background resource loading thread
          */
          virtual ResourcePtr load(const String& name, 
              const String& group, bool isManual = false, 
              ManualResourceLoader* loader = 0, const NameValuePairList* loadParams = 0,
              bool backgroundThread = false);
  
          /** Gets the file patterns which should be used to find scripts for this
              ResourceManager.
          @remarks
              Some resource managers can read script files in order to define
              resources ahead of time. These resources are added to the available
              list inside the manager, but none are loaded initially. This allows
              you to load the items that are used on demand, or to load them all 
              as a group if you wish (through ResourceGroupManager).
          @par
              This method lets you determine the file pattern which will be used
              to identify scripts intended for this manager.
          @return
              A list of file patterns, in the order they should be searched in.
          @see isScriptingSupported, parseScript
          */
          const StringVector& getScriptPatterns() const override { return mScriptPatterns; }
  
          /** Parse the definition of a set of resources from a script file.
          @remarks
              Some resource managers can read script files in order to define
              resources ahead of time. These resources are added to the available
              list inside the manager, but none are loaded initially. This allows
              you to load the items that are used on demand, or to load them all 
              as a group if you wish (through ResourceGroupManager).
          @param stream Weak reference to a data stream which is the source of the script
          @param groupName The name of the resource group that resources which are
              parsed are to become a member of. If this group is loaded or unloaded, 
              then the resources discovered in this script will be loaded / unloaded
              with it.
          */
          void parseScript(DataStreamPtr& stream, const String& groupName) override
                  { (void)stream; (void)groupName; }
  
          /** Gets the relative loading order of resources of this type.
          @remarks
              There are dependencies between some kinds of resource in terms of loading
              order, and this value enumerates that. Higher values load later during
              bulk loading tasks.
          */
          Real getLoadingOrder() const override { return mLoadOrder; }
  
          /** Gets a string identifying the type of resource this manager handles. */
          const String& getResourceType() const { return mResourceType; }
  
          /** Sets whether this manager and its resources habitually produce log output */
          virtual void setVerbose(bool v) { mVerbose = v; }
  
          /** Gets whether this manager and its resources habitually produce log output */
          virtual bool getVerbose() { return mVerbose; }
  
          /** Definition of a pool of resources, which users can use to reuse similar
              resources many times without destroying and recreating them.
          @remarks
              This is a simple utility class which allows the reuse of resources
              between code which has a changing need for them. For example, 
          */
          class _OgreExport ResourcePool : public Pool<ResourcePtr>, public ResourceAlloc
          {
          protected:
              String mName;
          public:
              ResourcePool(const String& name);
              ~ResourcePool() override;
              /// Get the name of the pool
              const String& getName() const;
              void clear() override;
          };
          
          /// Create a resource pool, or reuse one that already exists
          ResourcePool* getResourcePool(const String& name);
          /// Destroy a resource pool
          void destroyResourcePool(ResourcePool* pool);
          /// Destroy a resource pool
          void destroyResourcePool(const String& name);
          /// destroy all pools
          void destroyAllResourcePools();
  
  
  
  
      protected:
  
          /** Allocates the next handle. */
          ResourceHandle getNextHandle();
  
          /** Create a new resource instance compatible with this manager (no custom 
              parameters are populated at this point). 
          @remarks
              Subclasses must override this method and create a subclass of Resource.
          @param name The unique name of the resource
          @param group The name of the resource group to attach this new resource to
          @param isManual Is this resource manually loaded? If so, you should really
              populate the loader parameter in order that the load process
              can call the loader back when loading is required. 
          @param loader Pointer to a ManualLoader implementation which will be called
              when the Resource wishes to load (should be supplied if you set
              isManual to true). You can in fact leave this parameter null 
              if you wish, but the Resource will never be able to reload if 
              anything ever causes it to unload. Therefore provision of a proper
              ManualLoader instance is strongly recommended.
          @param createParams If any parameters are required to create an instance,
              they should be supplied here as name / value pairs. These do not need 
              to be set on the instance (handled elsewhere), just used if required
              to differentiate which concrete class is created.
  
          */
          virtual Resource* createImpl(const String& name, ResourceHandle handle, 
              const String& group, bool isManual, ManualResourceLoader* loader, 
              const NameValuePairList* createParams) = 0;
          /** Add a newly created resource to the manager (note weak reference) */
          virtual void addImpl( ResourcePtr& res );
          /** Remove a resource from this manager; remove it from the lists. */
          virtual void removeImpl(const ResourcePtr& res );
          /** Checks memory usage and pages out if required. This is automatically done after a new resource is loaded.
          */
          virtual void checkUsage();
  
  
      public:
          typedef unordered_map< String, ResourcePtr >::type ResourceMap;
          typedef unordered_map< String, ResourceMap >::type ResourceWithGroupMap;
          typedef map<ResourceHandle, ResourcePtr>::type ResourceHandleMap;
      protected:
          ResourceHandleMap mResourcesByHandle;
          ResourceMap mResources;
          ResourceWithGroupMap mResourcesWithGroup;
          size_t mMemoryBudget; /// In bytes
          AtomicScalar<ResourceHandle> mNextHandle;
          AtomicScalar<size_t> mMemoryUsage; /// In bytes
  
          bool mVerbose;
  
          // IMPORTANT - all subclasses must populate the fields below
  
          /// Patterns to use to look for scripts if supported (e.g. *.overlay)
          StringVector mScriptPatterns; 
          /// Loading order relative to other managers, higher is later
          Real mLoadOrder; 
          /// String identifying the resource type this manager handles
          String mResourceType; 
  
      public:
          typedef MapIterator<ResourceHandleMap> ResourceMapIterator;
          /** Returns an iterator over all resources in this manager. 
          @note
              Use of this iterator is NOT thread safe!
          */
          ResourceMapIterator getResourceIterator()
          {
              return ResourceMapIterator(mResourcesByHandle.begin(), mResourcesByHandle.end());
          }
  
      protected:
          typedef map<String, ResourcePool*>::type ResourcePoolMap;
          ResourcePoolMap mResourcePoolMap;
      };
  
      /** @} */
      /** @} */
  
  }
  
  #include "OgreHeaderSuffix.h"
  
  #endif
  