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//-----------------------------------------------------------------------------
// Name: assetloaderbase.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Internal/filesystem.h>
#include <Internal/integer.h>
class AssetManager;
class Asset;
enum AssetLoaderStepType
{
ASSET_LOADER_DISK_IO, //Perform job in IO thread
ASSET_LOADER_ASYNC_JOB, //Perform job in asynchronous work thread
ASSET_LOADER_SYNC_JOB //Perform job in main thread (like OpenGL calls)
};
/*
* An asset loader is responsible for loading, interpreting and potentially moving data for an asset.
*/
class AssetLoaderBase
{
public:
AssetLoaderBase();
virtual ~AssetLoaderBase();
virtual void Initialize(const std::string& path, uint32_t load_flags, Asset* asset) = 0;
virtual const AssetLoaderStepType* GetAssetLoadSteps() const = 0;
virtual const int GetAssetLoadStepCount() const = 0;
virtual int DoLoadStep( const int step_id ) = 0;
virtual const AssetLoaderStepType* GetAssetUnloadSteps() const = 0;
virtual const unsigned GetAssetUnloadStepCount() const = 0;
virtual bool DoUnloadStep( const int step_id ) = 0;
virtual const char* GetTypeName() = 0;
virtual const char* GetLoadErrorString() = 0;
virtual const char* GetLoadErrorStringExtended() = 0;
};
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