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aiwaz/Aiwaz/ResourceFactory/ResourceFactory.h
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200
aiwaz/Aiwaz/ResourceFactory/ResourceFactory.h
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#pragma once
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#include <sstream>
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#include "IEngine.h"
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#include "IResourceFactory.h"
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#include "../Resources/RenderTarget/SwapChain/SwapChain.h"
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#include "../Resources/RenderTarget/RenderTargetTexture/RenderTargetTexture.h"
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#include "../Resources/GeometryBuffer/GeometryBuffer.h"
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#include "../Resources/Shader/Shader.h"
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#include "../Resources/Shader/InternalShader.h"
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#include "../Resources/RenderCommandNode/RenderCommandNode.h"
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#include "../Resources/ShaderParameterCollection/ShaderParameterCollection.h"
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#include "../Resources/Texture/Texture.h"
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#include "../Resources/Transformation/Transformation.h"
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#include "../Resources/TransformationAnimation/TransformationAnimation.h"
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#include "../Resources/Camera/OrthographicCamera.h"
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#include "../Resources/Camera/PerspectiveCamera.h"
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#include "../Resources/Bone/Bone.h"
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#include "../Resources/Bone/BoneController.h"
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#include "../Window/Window.h"
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class ResourceFactory
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: public IResourceFactory
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{
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public:
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ResourceFactory(IEngine& argEngine);
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virtual ~ResourceFactory();
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virtual ITransformationAnimation& CreateTransformationAnimation();
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virtual void DeleteTransformationAnimation(ITransformationAnimation& argValue, bool argRemoveOnly = false);
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virtual IWindow& CreateSwapChainWindow();
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virtual void DeleteSwapChainWindow(IWindow& argValue, bool argRemoveOnly = false);
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virtual IRenderCommandNode& CreateRenderCommandNode();
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virtual void DeleteRenderCommandNode(IRenderCommandNode& argValue, bool argRemoveOnly = false);
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virtual IShader* FindShader(const string8& argId);
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virtual IShader& CreateOrFindShader(const string8& argId = "");
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virtual void DeleteShader(IShader& argValue, bool argRemoveOnly = false);
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virtual IInternalShader* FindInternalShader(const string8& argId);
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virtual IInternalShader& CreateOrFindInternalShader(const string8& argId = "");
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virtual void DeleteInternalShader(IInternalShader& argValue, bool argRemoveOnly = false);
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virtual ISwapChain* FindSwapChain(const string8& argId);
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virtual ISwapChain& CreateOrFindSwapChain(const string8& argId = "");
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virtual void DeleteSwapChain(ISwapChain& argValue, bool argRemoveOnly = false);
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virtual IRenderTargetTexture* FindRenderTargetTexture(const string8& argId);
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virtual IRenderTargetTexture& CreateOrFindRenderTargetTexture(const string8& argId = "");
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virtual void DeleteRenderTargetTexture(IRenderTargetTexture& argValue, bool argRemoveOnly = false);
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virtual IGeometryBuffer* FindGeometryBuffer(const string8& argId);
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virtual IGeometryBuffer& CreateOrFindGeometryBuffer(const string8& argId = "");
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virtual void DeleteGeometryBuffer(IGeometryBuffer& argValue, bool argRemoveOnly = false);
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virtual IShaderParameterCollection* FindShaderParameterCollection(const string8& argId);
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virtual IShaderParameterCollection& CreateOrFindShaderParameterCollection(const string8& argId = "");
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virtual void DeleteShaderParameterCollection(IShaderParameterCollection& argValue, bool argRemoveOnly = false);
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virtual ITexture* FindTexture(const string8& argId);
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virtual ITexture& CreateOrFindTexture(const string8& argId = "");
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virtual void DeleteTexture(ITexture& argValue, bool argRemoveOnly = false);
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virtual ITransformation* FindTransformation(const string8& argId);
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virtual ITransformation& CreateOrFindTransformation(const string8& argId = "");
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virtual void DeleteTransformation(ITransformation& argValue, bool argRemoveOnly = false);
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virtual IPerspectiveCamera* FindPerspectiveCamera(const string8& argId);
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virtual IPerspectiveCamera& CreateOrFindPerspectiveCamera(const string8& argId = "");
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virtual void DeletePerspectiveCamera(IPerspectiveCamera& argValue, bool argRemoveOnly = false);
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virtual IOrthographicCamera* FindOrthographicCamera(const string8& argId);
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virtual IOrthographicCamera& CreateOrFindOrthographicCamera(const string8& argId = "");
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virtual void DeleteOrthographicCamera(IOrthographicCamera& argValue, bool argRemoveOnly = false);
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virtual IBone* FindBone(const string8& argId);
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virtual IBone& CreateOrFindBone(const string8& argId = "");
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virtual void DeleteBone(IBone& argValue, bool argRemoveOnly = false);
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virtual IBoneController* FindBoneController(const string8& argId);
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virtual IBoneController& CreateOrFindBoneController(const string8& argId = "");
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virtual void DeleteBoneController(IBoneController& argValue, bool argRemoveOnly = false);
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virtual bool HasCreatedResource() { return m_LastCallCreatedResource; }
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protected:
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template<typename A, typename B> void DeleteInternal(std::map<string8, A*>& argPool, B& argWhich, bool argRemoveOnly)
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{
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A* valueA = dynamic_cast<A*>(&argWhich);
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for (std::map<string8, A*>::iterator iter = argPool.begin(); iter != argPool.end(); ++iter)
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if (iter->second == valueA)
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{
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ICommandUser* commandUser = dynamic_cast<ICommandUser*>(iter->second);
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if (commandUser != NULL)
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std::cout << "Deleting \"" << std::green << iter->first << std::white << "\" [" << commandUser->get_UserName() << "]" << std::endl;
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argPool.erase(iter);
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if (!argRemoveOnly)
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delete valueA;
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return;
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}
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}
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template<typename T> void ClearInternal(std::map<string8, T*>& argPool)
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{
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while (!argPool.empty())
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{
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ICommandUser* commandUser = dynamic_cast<ICommandUser*>(argPool.begin()->second);
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if (commandUser != NULL)
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std::cout << "Deleting \"" << std::green << argPool.begin()->first << std::white << "\" [" << commandUser->get_UserName() << "]" << std::endl;
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T* valueA = argPool.begin()->second;
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argPool.erase(argPool.begin());
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delete valueA;
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}
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}
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template<typename T> void ClearInternal(std::vector<T*>& argPool)
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{
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while (!argPool.empty())
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{
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delete *argPool.begin();
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argPool.erase(argPool.begin());
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}
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}
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template<typename T> T* FindInternal(std::map<string8, T*>& argPool, const string8& argId)
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{
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m_LastCallCreatedResource = false;
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if (argPool.find(argId) == argPool.end())
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return NULL;
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return argPool[argId];
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}
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template<typename T> string8 CreateUniqueName(std::map<string8, T*>& argPool, const string8& argPrefix = "")
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{
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int NameIndex = argPool.size();
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std::stringstream CurrentName;
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do
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{
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CurrentName.flush();
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CurrentName << argPrefix << NameIndex++;
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}
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while (FindInternal(argPool, CurrentName.str()) != NULL);
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return CurrentName.str();
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}
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template<typename T> T* CreateOrFindInternal(std::map<string8, T*>& argPool, const string8& argId)
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{
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std::string currentId = argId;
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if (currentId.empty())
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currentId = CreateUniqueName(argPool);
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T* instance = this->FindInternal(argPool, currentId);
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if (instance != NULL)
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return instance;
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m_LastCallCreatedResource = true;
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instance = new T(m_Engine);
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ICommandUser* commandUser = dynamic_cast<ICommandUser*>(instance);
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if (commandUser != NULL)
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std::cout << "Creating \"" << std::green << currentId << std::white << "\" [" << commandUser->get_UserName() << "]" << std::endl;
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argPool[currentId] = instance;
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return instance;
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}
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private:
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IEngine& m_Engine;
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std::map<string8, InternalShader*> m_InternalShaderPool;
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std::map<string8, Shader*> m_ShaderPool;
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std::map<string8, GeometryBuffer*> m_GeometryBufferPool;
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std::map<string8, SwapChain*> m_SwapChainPool;
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std::map<string8, RenderTargetTexture*> m_RenderTargetTexturePool;
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std::map<string8, ShaderParameterCollection*> m_ShaderParameterCollectionPool;
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std::map<string8, Texture*> m_TexturePool;
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std::map<string8, Transformation*> m_TransformationPool;
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std::map<string8, OrthographicCamera*> m_OrthographicCameraPool;
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std::map<string8, PerspectiveCamera*> m_PerspectiveCameraPool;
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std::map<string8, Bone*> m_BonePool;
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std::map<string8, BoneController*> m_BoneControllerPool;
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std::vector<IRenderCommandNode*> m_RenderCommandNodes;
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std::vector<IWindow*> m_Windows;
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std::vector<ITransformationAnimation*> m_TransformationAnimations;
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bool m_LastCallCreatedResource;
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};
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