#ifndef DALI_SCENE3D_LOADERERERERER_RESOURCE_BUNDLE_H_
#define DALI_SCENE3D_LOADERERERERER_RESOURCE_BUNDLE_H_
/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
*/
-// INTERNAL
+// EXTERNAL INCLUDES
+#include <dali/public-api/common/vector-wrapper.h>
+#include <dali/public-api/rendering/shader.h>
+#include <dali/public-api/rendering/texture-set.h>
+#include <functional>
+#include <memory>
+
+// INTERNAL INCLUDES
+#include <dali-scene3d/public-api/loader/buffer-definition.h>
#include <dali-scene3d/public-api/loader/environment-definition.h>
#include <dali-scene3d/public-api/loader/material-definition.h>
#include <dali-scene3d/public-api/loader/mesh-definition.h>
#include <dali-scene3d/public-api/loader/shader-definition.h>
#include <dali-scene3d/public-api/loader/skeleton-definition.h>
-#include <dali-scene3d/public-api/loader/buffer-definition.h>
-
-// EXTERNAL
-#include <functional>
-#include <memory>
-#include <dali/public-api/common/vector-wrapper.h>
-#include <dali/public-api/rendering/shader.h>
-#include <dali/public-api/rendering/texture-set.h>
-namespace Dali
-{
-namespace Scene3D
-{
-namespace Loader
+namespace Dali::Scene3D::Loader
{
/*
* @brief The types of resources that .dli may define.
using PathProvider = std::function<std::string(ResourceType::Value)>;
- ResourceBundle() = default;
+ ResourceBundle();
ResourceBundle(const ResourceBundle&) = delete;
ResourceBundle& operator=(const ResourceBundle&) = delete;
* count of materials therein, it will calculate the reference count of
* environment maps.
*/
- void CountEnvironmentReferences(ResourceRefCounts& refCounts) const;
+ void CountEnvironmentReferences();
/**
* @brief Performs the loading of all resources based on their respective
* loaded unless we already have a handle to them (OR the ForceReload option was specified).
* Any handles we have to resources that come in with a zero ref count will be reset,
* UNLESS the KeepUnused option was specified.
- * @param[in] refCounts Reference Count that denote how many the resource is used.
* @param[in] pathProvider path provider for resource data.
* @param[in] options Option to load resource
* @note This method creates DALi objects like Dali::Texture, Dali::Geometry, etc.
*/
- void LoadResources(const ResourceRefCounts& refCounts,
- PathProvider pathProvider,
- Options::Type options = Options::None);
+ void LoadResources(PathProvider pathProvider,
+ Options::Type options = Options::None);
/**
* @brief Loads of all resources based on their respective
* Any handles we have to resources that come in with a zero ref count will be reset,
* UNLESS the KeepUnused option was specified.
* @note This method don't create any of DALi objects.
- * @param[in] refCounts Reference Count that denote how many the resource is used.
* @param[in] pathProvider path provider for resource data.
* @param[in] options Option to load resource
* @note This method only loads raw data from resource file, and
* doesn't create any of DALi objects. GenerateResources() method is required to be called
* after this method to create DALi objects.
*/
- void LoadRawResources(const ResourceRefCounts& refCounts,
- PathProvider pathProvider,
- Options::Type options = Options::None);
+ void LoadRawResources(PathProvider pathProvider,
+ Options::Type options = Options::None);
/**
* @brief Generates DALi objects from already loaded Raw Resources.
- * @param[in] refCounts Reference Count that denote how many the resource is used.
* @param[in] options Option to load resource
* @note This method generates DALi objects from raw data that is already
* loaded by LoadRawResources method. Therefore, LoadRawResources should be called first
* before this method is called.
*/
- void GenerateResources(const ResourceRefCounts& refCounts,
- Options::Type options = Options::None);
+ void GenerateResources(Options::Type options = Options::None);
public: // DATA
+ ResourceRefCounts mReferenceCounts;
EnvironmentDefinition::Vector mEnvironmentMaps;
ShaderDefinition::Vector mShaders;
MeshDefinition::Vector mMeshes;
SkeletonDefinition::Vector mSkeletons;
BufferDefinition::Vector mBuffers;
+
+ bool mRawResourcesLoading;
+ bool mResourcesGenerating;
+
+ bool mRawResourcesLoaded;
+ bool mResourcesGenerated;
};
-} // namespace Loader
-} // namespace Scene3D
-} // namespace Dali
+} // namespace Dali::Scene3D::Loader
#endif //DALI_SCENE3D_LOADERERERERER_RESOURCE_BUNDLE_H_