Example #1
0
void BackgroundLoader::ThreadFunction()
{
    while (shouldRun_)
    {
        backgroundLoadMutex_.Acquire();

        // Search for a queued resource that has not been loaded yet
        HashMap<Pair<StringHash, StringHash>, BackgroundLoadItem>::Iterator i = backgroundLoadQueue_.Begin();
        while (i != backgroundLoadQueue_.End())
        {
            if (i->second_.resource_->GetAsyncLoadState() == ASYNC_QUEUED)
                break;
            else
                ++i;
        }

        if (i == backgroundLoadQueue_.End())
        {
            // No resources to load found
            backgroundLoadMutex_.Release();
            Time::Sleep(5);
        }
        else
        {
            BackgroundLoadItem& item = i->second_;
            Resource* resource = item.resource_;
            // We can be sure that the item is not removed from the queue as long as it is in the
            // "queued" or "loading" state
            backgroundLoadMutex_.Release();

            bool success = false;
            SharedPtr<File> file = owner_->GetFile(resource->GetName(), item.sendEventOnFailure_);
            if (file)
            {
                resource->SetAsyncLoadState(ASYNC_LOADING);
                success = resource->BeginLoad(*file);
            }

            // Process dependencies now
            // Need to lock the queue again when manipulating other entries
            Pair<StringHash, StringHash> key = MakePair(resource->GetType(), resource->GetNameHash());
            backgroundLoadMutex_.Acquire();
            if (item.dependents_.Size())
            {
                for (HashSet<Pair<StringHash, StringHash> >::Iterator i = item.dependents_.Begin();
                     i != item.dependents_.End(); ++i)
                {
                    HashMap<Pair<StringHash, StringHash>, BackgroundLoadItem>::Iterator j = backgroundLoadQueue_.Find(*i);
                    if (j != backgroundLoadQueue_.End())
                        j->second_.dependencies_.Erase(key);
                }

                item.dependents_.Clear();
            }

            resource->SetAsyncLoadState(success ? ASYNC_SUCCESS : ASYNC_FAIL);
            backgroundLoadMutex_.Release();
        }
    }
}
void C_SoundPlayer::SetBuffer(Resource res)
{
	ReleaseBuffer();

	if(res.IsValid() && res->GetType()&RES_TYPE_SOUND)
	{
		buff = *(CAST_RES(ALuint*, res));
	}
void ComponentParticleSystem::SetTexture(UID uid)
{
    Resource* res = App->resources->Get(uid);

    if (res != nullptr && res->GetType() == Resource::texture)
    {
        if(res->LoadToMemory() == true)
        {
            texture_info.texture = uid;
        }
    }
}
void C_SoundPlayer::SetBuffer(Resource buff)
{
	ReleaseBuffer();

	if(buff.IsValid() && buff->GetType()&RES_TYPE_SOUND)
	{
		#ifdef USE_DIRECTSOUND8
			if(buff.GetPtr<SoundResource>()->GetSoundDevice()==0) return;
			if(buff.GetPtr<SoundResource>()->GetSoundDevice()->GetDevice()==0) return;
		#endif
		buff.GetPtr<SoundResource>()->GetSoundDevice()->GetDevice()->DuplicateSoundBuffer(CAST_RES(LPDIRECTSOUNDBUFFER, buff), &dsb);
		releasebuff = true;
	}
}
Example #5
0
/**
*  @brief
*    Copy constructor
*/
Resource::Resource(const Resource &cSource) :
	m_pRenderer(&cSource.GetRenderer()),
	m_nType(cSource.GetType())
{
	// No implementation because the copy constructor is never used
}