Loading screen that preloads the entire game based on what's in the "PreloadResources" file. The file is filled automatically with resources that are hot-loaded to make the next launch load more complete.
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@@ -19,10 +19,12 @@
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#include "PrecompiledHeader.h"
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#include "Core/ResourceManager.h"
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std::unordered_map<std::string, std::string> dd::ResourceManager::m_CompilerTypenameToResourceType;
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std::unordered_map<std::string, std::function<dd::Resource*(std::string)>> dd::ResourceManager::m_FactoryFunctions;
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std::unordered_map<std::pair<std::string, std::string>, dd::Resource*> dd::ResourceManager::m_ResourceCache;
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std::unordered_map<std::string, dd::Resource*> dd::ResourceManager::m_ResourceFromName;
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std::unordered_map<dd::Resource*, dd::Resource*> dd::ResourceManager::m_ResourceParents;
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std::set<std::pair<std::string, std::string>> dd::ResourceManager::m_Preloads; // (type, name)
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unsigned int dd::ResourceManager::m_CurrentResourceTypeID = 0;
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std::unordered_map<std::string, unsigned int> dd::ResourceManager::m_ResourceTypeIDs;
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std::unordered_map<unsigned int, unsigned int> dd::ResourceManager::m_ResourceCount;
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@@ -82,4 +84,83 @@ void dd::ResourceManager::fileWatcherCallback(std::string path, FileWatcher::Fil
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void dd::ResourceManager::Update()
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{
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m_FileWatcher.Check();
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}
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void dd::ResourceManager::LoadPreloadsFromFile()
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{
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std::ifstream f("PreloadResources");
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while (f.good()) {
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std::string resourceType;
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std::string resourceName;
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f >> resourceType >> resourceName;
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if (!resourceType.empty() && !resourceType.empty()) {
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m_Preloads.insert(std::make_pair(resourceType, resourceName));
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}
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}
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f.close();
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}
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void dd::ResourceManager::Preload(std::string resourceType, std::string resourceName)
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{
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if (IsResourceLoaded(resourceType, resourceName))
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{
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//LOG_WARNING("Attempted to preload resource \"%s\" multiple times!", resourceName.c_str());
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return;
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}
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m_Preloading = true;
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LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
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CreateResource(resourceType, resourceName, nullptr);
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m_Preloading = false;
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}
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dd::Resource* dd::ResourceManager::Load(std::string resourceType, std::string resourceName, dd::Resource* parent /*= nullptr*/)
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{
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auto it = m_ResourceCache.find(std::make_pair(resourceType, resourceName));
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if (it != m_ResourceCache.end())
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return it->second;
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if (m_Preloading) {
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LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
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} else {
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LOG_WARNING("Hot-loading resource \"%s\"", resourceName.c_str());
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if (m_Preloads.find(std::make_pair(resourceType, resourceName)) == m_Preloads.end()) {
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std::ofstream f("PreloadResources", std::ofstream::app);
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f << resourceType << " " << resourceName << std::endl;
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f.close();
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m_Preloads.insert(std::make_pair(resourceType, resourceName));
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}
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}
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return CreateResource(resourceType, resourceName, parent);
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}
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dd::Resource* dd::ResourceManager::CreateResource(std::string resourceType, std::string resourceName, dd::Resource* parent)
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{
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auto facIt = m_FactoryFunctions.find(resourceType);
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if (facIt == m_FactoryFunctions.end())
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{
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceType);
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return nullptr;
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}
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// Call the factory function
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Resource* resource = facIt->second(resourceName);
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// Store IDs
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resource->TypeID = GetTypeID(resourceType);
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resource->ResourceID = GetNewResourceID(resource->TypeID);
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// Cache
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m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
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m_ResourceFromName[resourceName] = resource;
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if (parent != nullptr)
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{
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m_ResourceParents[resource] = parent;
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}
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if (!boost::filesystem::is_directory(resourceName))
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{
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LOG_DEBUG("Adding watch for %s", resourceName.c_str());
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m_FileWatcher.AddWatch(resourceName, fileWatcherCallback);
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}
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return resource;
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}
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