The Nebula Device 3: Direct3D9::D3D9MemoryIndexBufferLoader Class Reference

The Nebula Device 3

Direct3D9::D3D9MemoryIndexBufferLoader Class Reference

#include <d3d9memoryindexbufferloader.h>

Inheritance diagram for Direct3D9::D3D9MemoryIndexBufferLoader:

Base::MemoryIndexBufferLoaderBase Resources::ResourceLoader Core::RefCounted CoreGraphics::MemoryIndexBufferLoader


Detailed Description

Initialize a D3D9IndexBuffer from data in memory. This resource loader only creates static IndexBuffers which are initialized once and are not accessible by the CPU.

(C) 2007 Radon Labs GmbH

Public Member Functions

virtual bool OnLoadRequested ()
 called by resource when a load is requested
void Setup (CoreGraphics::IndexType::Code indexType, SizeT numIndices, void *ptr, SizeT numBytes)
 setup index buffer data, must remain valid until OnLoadRequested() is called!
void Setup (CoreGraphics::IndexType::Code indexType, SizeT numIndices, SizeT numBytes, CoreGraphics::IndexBuffer::Usage usage, CoreGraphics::IndexBuffer::Access access)
 setup a empty index buffer
void Setup (CoreGraphics::IndexType::Code type, SizeT num, void *ptr, SizeT numBytes, CoreGraphics::IndexBuffer::Usage usage, CoreGraphics::IndexBuffer::Access access)
 setup index buffer data, must remain valid until OnLoadRequested() is called!
virtual void OnAttachToResource (const Ptr< Resource > &res)
 called when the resource loader is attached to its resource
virtual void OnRemoveFromResource ()
 called when the resource loader is removed from its resource
bool IsAttachedToResource () const
 return true if attached to resource
const Ptr< Resource > & GetResource () const
 get pointer to resource
virtual bool CanLoadAsync () const
 return true if asynchronous loading is supported
virtual void OnLoadCancelled ()
 called by resource to cancel a pending load
virtual bool OnPending ()
 call frequently while after OnLoadRequested() to put Resource into loaded state
Resource::State GetState () const
 return current state
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code

Static Public Member Functions

static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

Protected Member Functions

void SetState (Resource::State s)
 set current state

Member Function Documentation

bool Direct3D9::D3D9MemoryIndexBufferLoader::OnLoadRequested (  )  [virtual]

called by resource when a load is requested

This will create a D3D9 IndexBuffer using the data provided by our Setup() method and set our resource object (which must be a D3D9IndexBuffer object). The data pointer provided to Setup() will be invalidated inside OnLoadRequested(). Usage will be set to UsageImmutable and Access to AccessNone.

Reimplemented from Resources::ResourceLoader.

void Base::MemoryIndexBufferLoaderBase::Setup ( CoreGraphics::IndexType::Code  indexType,
SizeT  num,
void *  ptr,
SizeT  numBytes 
) [inherited]

setup index buffer data, must remain valid until OnLoadRequested() is called!

Setup all information needed to initialize the IndexBuffer resource. The data must remain valid until OnLoadRequested() is called (which will invaliate the data).

void Base::MemoryIndexBufferLoaderBase::Setup ( CoreGraphics::IndexType::Code  indexType,
SizeT  num,
SizeT  numBytes,
CoreGraphics::IndexBuffer::Usage  usage,
CoreGraphics::IndexBuffer::Access  access 
) [inherited]

setup a empty index buffer

Setup all information needed to initialize a empty IndexBuffer resource.

void Base::MemoryIndexBufferLoaderBase::Setup ( CoreGraphics::IndexType::Code  type,
SizeT  num,
void *  ptr,
SizeT  numBytes,
CoreGraphics::IndexBuffer::Usage  usage,
CoreGraphics::IndexBuffer::Access  access 
) [inherited]

setup index buffer data, must remain valid until OnLoadRequested() is called!

Setup all information needed to initialize a IndexBuffer resource.

bool Resources::ResourceLoader::CanLoadAsync (  )  const [virtual, inherited]

return true if asynchronous loading is supported

This method should be overriden in a subclass and indicates whether the resource loader supports asynchronous resource loading. If asynchronous loading is requested, the OnLoadRequested() method will return immediately and the Resource object will be put into Pending state. Afterwards, the Resource object needs to poll the ResourceLoader using the OnPending method, which will eventually setup the Resource object.

Reimplemented in Direct3D9::D3D9StreamShaderLoader, Direct3D9::D3D9StreamTextureLoader, CoreGraphics::StreamAnimationLoader, CoreGraphics::StreamMeshLoader, and Models::StreamModelLoader.

void Resources::ResourceLoader::OnLoadCancelled (  )  [virtual, inherited]

called by resource to cancel a pending load

This method is called by our Resource object if a pending asynchronous load should be cancelled.

Reimplemented in Direct3D9::D3D9StreamTextureLoader, CoreGraphics::StreamAnimationLoader, CoreGraphics::StreamMeshLoader, and Models::StreamModelLoader.

bool Resources::ResourceLoader::OnPending (  )  [virtual, inherited]

call frequently while after OnLoadRequested() to put Resource into loaded state

This method should be called at some time after OnLoadRequested() as long as the ResourceLoader is in the Pending state. This will check whether the asynchronous loader job has finished, and if yes, setup the Resource object, bringing it from the Pending into the Loaded state. If something goes wrong, the ResourceLoader will go into the Failed state. If the outstanding loader job isn't finished yet, the ResourceLoader should remain in Pending state, and the method should return false. Otherwise the Resource should be initialized, and the method should return true.

Reimplemented in Direct3D9::D3D9StreamTextureLoader, CoreGraphics::StreamAnimationLoader, CoreGraphics::StreamMeshLoader, and Models::StreamModelLoader.

int Core::RefCounted::GetRefCount (  )  const [inline, inherited]

get the current refcount

Return the current refcount of the object.

void Core::RefCounted::AddRef (  )  [inline, inherited]

increment refcount by one

Increment the refcount of the object.

void Core::RefCounted::Release (  )  [inline, inherited]

decrement refcount and destroy object if refcount is zero

Decrement the refcount and destroy object if refcount is zero.

const Util::String & Core::RefCounted::GetClassName (  )  const [inline, inherited]

get the class name

Get the class name of the object.

Util::FourCC Core::RefCounted::GetClassFourCC (  )  const [inline, inherited]

get the class FourCC code

Get the class FourCC of the object.

void Core::RefCounted::DumpRefCountingLeaks (  )  [static, inherited]

dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

This method should be called as the very last before an application exits.