/* ASSETMANAGER.hpp - Facade for the Asset subsystem Copyright (C) Lumiera.org 2008, Hermann Vosseler This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ /** @file assetmanager.hpp ** Steam-Layer Interface: Asset Lookup and Organisation. ** Declares the AssetManager interface used to access individual ** Asset instances. ** ** These classes are placed into namespace asset and proc_interface. ** ** @todo 10/10 meanwhile I'm unhappy with some aspects of this implementation //////////////TICKET #691 ** @todo 12/12 and meanwhile I'm way more unhappy with the whole design. Looks like I wasn't proficient ** enough with OO design in C++ when writing that original design. Especially, this design ** couples the object creation, the memory management and the registration way too tightly. ** Having a registration magic in the asset baseclass ctor is just too clever and a half. ** Rather, there should be a responsibility chain, using completely passive Asset objects: ** Factory -> AssetManaager -> Asset object ** ** @see asset.hpp ** @see mobject.hpp */ #ifndef STEAM_INTERFACE_ASSETMANAGER_H #define STEAM_INTERFACE_ASSETMANAGER_H #include "steam/asset.hpp" #include "lib/error.hpp" #include "lib/depend.hpp" #include #include #include #include using std::string; using std::list; namespace steam { namespace asset { class DB; /** * Facade for the Asset subsystem */ class AssetManager : util::NonCopyable { asset::DB & registry; public: static lib::Depend instance; /** provide the unique ID for given Asset::Ident tuple */ static ID getID (const Asset::Ident&); /** retrieve the registered smart-ptr for any asset */ template static lib::P wrap (const KIND& asset); /** find and return corresponding object */ template lib::P getAsset (const ID& id); /** @return true if the given id is registered in the internal asset DB */ bool known (IDA id) ; /** @return true if the given id is registered with the given Category */ bool known (IDA id, const Category& cat) ; /** remove the given asset from the internal DB. * together with all its dependents */ void remove (IDA id) ; /** deregister and evict all known Assets. * @note the actual object instances are managed by reference count, * i.e. typically the Assets will be kept alive by MObjects from the session * @warning unsure if this design is sane. Asset subsystem needs a rework ////////////////////////////TICKET #691 * @todo verify this actually works, especially with session shutdown ////////////////////////////TICKET #154 */ void clear() ; /** extract a sorted list of all registered Assets */ list listContent() const; protected: /** registers an asset object in the internal DB, providing its unique key. * @internal used by the Asset base class ctor to create Asset::id. */ template static ID reg (KIND* obj, const Asset::Ident& idi); /** deleter function used by the Asset smart pointers to delete Asset objects */ static void destroy (Asset* aa) { delete aa; } friend Asset::Asset (Asset::Ident const& idi); AssetManager(); friend class lib::DependencyFactory; }; LUMIERA_ERROR_DECLARE (UNKNOWN_ASSET_ID); ///< use of a non-registered Asset ID. LUMIERA_ERROR_DECLARE (WRONG_ASSET_KIND); ///< Asset ID of wrong Asset kind, unable to cast. }} // namespace steam::asset namespace proc_interface { using steam::asset::AssetManager; } #endif