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ezEngine
Release 25.03
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An ezCollectionResource is used to tell the engine about resources that it should preload in the background. More...
#include <CollectionResource.h>
Public Member Functions | |
void | RegisterNames () |
Registers the named resources in the collection with the ezResourceManager, such that they can be loaded by those names. More... | |
void | UnregisterNames () |
Removes the registered names from the ezResourceManager. More... | |
bool | PreloadResources (ezUInt32 uiNumResourcesToPreload=ezMath::MaxValue< ezUInt32 >()) |
Puts up to the given number of resources for which a resource type could be found into the preload queue of the ezResourceManager. More... | |
bool | IsLoadingFinished (float *out_pProgress=nullptr) const |
Returns true if all resources added for preloading via PreloadResources have finished loading. if out_progress is defined: More... | |
const ezCollectionResourceDescriptor & | GetDescriptor () const |
Returns the resource descriptor for this resource. | |
ezArrayPtr< const ezTypelessResourceHandle > | GetPreloadedResources () const |
Returns the current list of resources that have already been added to the preload list. See PreloadResources(). | |
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EZ_ALWAYS_INLINE ezStringView | GetResourceID () const |
Returns the unique ID that identifies this resource. On a file resource this might be a path. Can also be a GUID or any other scheme that uniquely identifies the resource. | |
EZ_ALWAYS_INLINE ezUInt64 | GetResourceIDHash () const |
Returns the hash of the unique ID. | |
void | SetResourceDescription (ezStringView sDescription) |
The resource description allows to store an additional string that might be more descriptive during debugging, than the unique ID. | |
const ezString & | GetResourceDescription () const |
The resource description allows to store an additional string that might be more descriptive during debugging, than the unique ID. | |
const ezString & | GetResourceIdOrDescription () const |
The returns the resource description, if available, otherwise the resource ID. More... | |
EZ_ALWAYS_INLINE ezResourceState | GetLoadingState () const |
Returns the current state in which this resource is in. | |
EZ_ALWAYS_INLINE ezUInt8 | GetNumQualityLevelsDiscardable () const |
Returns the current maximum quality level that the resource could have. More... | |
EZ_ALWAYS_INLINE ezUInt8 | GetNumQualityLevelsLoadable () const |
Returns how many quality levels the resource may additionally load. | |
float | GetLoadingPriority (ezTime now) const |
Returns the priority that is used by the resource manager to determine which resource to load next. | |
ezResourcePriority | GetPriority () const |
Returns the current resource priority. | |
void | SetPriority (ezResourcePriority priority) |
Changes the current resource priority. | |
const EZ_ALWAYS_INLINE ezBitflags< ezResourceFlags > & | GetBaseResourceFlags () const |
Returns the basic flags for the resource type. Mostly used the resource manager. | |
const EZ_ALWAYS_INLINE MemoryUsage & | GetMemoryUsage () const |
Returns the information about the current memory usage of the resource. | |
EZ_ALWAYS_INLINE ezTime | GetLastAcquireTime () const |
Returns the time at which the resource was (tried to be) acquired last. If a resource is acquired using ezResourceAcquireMode::PointerOnly, this does not update the last acquired time, since the resource is not acquired for full use. | |
EZ_ALWAYS_INLINE ezInt32 | GetReferenceCount () const |
Returns the reference count of this resource. | |
const EZ_ALWAYS_INLINE ezTimestamp & | GetLoadedFileModificationTime () const |
Returns the modification date of the file from which this resource was loaded. More... | |
EZ_ALWAYS_INLINE ezUInt32 | GetCurrentResourceChangeCounter () const |
Returns the current value of the resource change counter. Can be used to detect whether the resource has changed since using it last time. More... | |
EZ_ALWAYS_INLINE void | IncResourceChangeCounter () |
Allows to manually increase the resource change counter to signal that dependent code might need to update. | |
virtual void | ResetResource () |
If the resource has modifications from the original state, it should reset itself to that state now (or force a reload on itself). | |
void | PrintHandleStackTraces () |
Prints the stack-traces for all handles that currently reference this resource. More... | |
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virtual const ezRTTI * | GetDynamicRTTI () const |
bool | IsInstanceOf (const ezRTTI *pType) const |
Returns whether the type of this instance is of the given type or derived from it. | |
template<typename T > | |
EZ_ALWAYS_INLINE bool | IsInstanceOf () const |
Returns whether the type of this instance is of the given type or derived from it. | |
Private Member Functions | |
virtual ezResourceLoadDesc | UnloadData (Unload WhatToUnload) override |
Requests the resource to unload another quality level. If bFullUnload is true, the resource should unload all data, because it is going to be deleted afterwards. | |
virtual ezResourceLoadDesc | UpdateContent (ezStreamReader *Stream) override |
Called whenever more data for the resource is available. The resource must read the stream to update it's data. More... | |
virtual void | UpdateMemoryUsage (MemoryUsage &out_NewMemoryUsage) override |
This function must be overridden by all resource types. More... | |
Additional Inherited Members | |
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enum | DoUpdate { OnMainThread, OnAnyThread, DoUpdate::OnGraphicsResourceThreads } |
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static const ezRTTI * | GetStaticRTTI () |
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ezEvent< const ezResourceEvent &, ezMutex > | m_ResourceEvents |
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static DoUpdate | UpdateGraphicsResource = ezResource::DoUpdate::OnAnyThread |
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enum | Unload { AllQualityLevels, OneQualityLevel } |
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ezResource (DoUpdate ResourceUpdateThread, ezUInt8 uiQualityLevelsLoadable) | |
Default constructor. | |
virtual | ~ezResource () |
virtual destructor. | |
MemoryUsage & | ModifyMemoryUsage () |
Non-const version for resources that want to write this variable directly. | |
void | SetIsReloadable (bool bIsReloadable) |
Call this to specify whether a resource is reloadable. More... | |
void | SetHasLoadingFallback (bool bHasLoadingFallback) |
Used internally by the code injection macros. | |
An ezCollectionResource is used to tell the engine about resources that it should preload in the background.
Collection resources can be used to improve the user experience by ensuring data is already (more likely) available when it is needed. For instance when a player walks into a longer corridor, a collection resource can be triggered to preload the data that will be needed when he reaches the door at the end of the corridor. In scenes this can be achieved using an ezCollectionComponent.
Collection resources can also be used to query how much percent of the references resources are already loaded, which enables building progress bars or allowing functionality only after all necessary data is available.
Finally, collections can also be used to register resources with a nice name, such that it can be referenced in code by that name. This is useful if you want to reference some asset in code with a readable resource ID, and may want to change which resource is referenced at a later time. For example the nice name "Avatar" could point to some dummy mesh at the beginning of the project, and be updated to point to something else later, without the need to change the code.
bool ezCollectionResource::IsLoadingFinished | ( | float * | out_pProgress = nullptr | ) | const |
Returns true if all resources added for preloading via PreloadResources have finished loading. if out_progress
is defined:
bool ezCollectionResource::PreloadResources | ( | ezUInt32 | uiNumResourcesToPreload = ezMath::MaxValue<ezUInt32>() | ) |
Puts up to the given number of resources for which a resource type could be found into the preload queue of the ezResourceManager.
This has to be called manually. It will return false if no more resources can be queued for preloading. This can be used as a workflow where PreloadResources and IsLoadingFinished are called repeadedly in tandem, so only a smaller fraction of resources gets queued and waited for, to allow simple resource load-balancing.
void ezCollectionResource::RegisterNames | ( | ) |
Registers the named resources in the collection with the ezResourceManager, such that they can be loaded by those names.
Calling this twice has no effect.
void ezCollectionResource::UnregisterNames | ( | ) |
Removes the registered names from the ezResourceManager.
Calling this twice has no effect.
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overrideprivatevirtual |
Called whenever more data for the resource is available. The resource must read the stream to update it's data.
pStream may be nullptr in case the resource data could not be found.
Implements ezResource.
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overrideprivatevirtual |
This function must be overridden by all resource types.
It has to compute the memory used by this resource. It is called by the resource manager whenever the resource's data has been loaded or unloaded.
Implements ezResource.