Subversion Repository Public Repository

Divide-Dependencies

This repository has no backups
This repository's network speed is throttled to 100KB/sec

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.



#ifndef MODULELEGACY_H_
#define MODULELEGACY_H_

#include "Apex.h"
#include "ApexSDKIntl.h"
#include "ModuleIntl.h"
#include "ModuleBase.h"
#include "ModuleLoader.h"
#include "PsArray.h"
#include "ApexRWLockable.h"

namespace nvidia
{
namespace apex
{

class ModuleLoaderImpl : public ModuleLoader, public ModuleIntl, public ModuleBase, public ApexRWLockable
{
	physx::Array<Module*> mModules; // Loaded modules
	ModuleLoader::ModuleNameErrorMap mCreateModuleError; // Modules error during it creating

	uint32_t getIdx(const char* name) const;

	uint32_t getIdx(Module* module) const;

public:
	APEX_RW_LOCKABLE_BOILERPLATE

	ModuleLoaderImpl(ApexSDKIntl* inSdk)
	{
		mName = "Loader";
		mSdk = inSdk;
		mApiProxy = this;
	}

	Module* loadModule(const char* name);

	void loadModules(const char** names, uint32_t size, Module** modules);

	void loadAllModules();

	const ModuleNameErrorMap& getLoadedModulesErrors() const;

	void loadAllLegacyModules();

	uint32_t getLoadedModuleCount() const;

	Module* getLoadedModule(uint32_t idx) const;

	Module* getLoadedModule(const char* name) const;

	void releaseModule(uint32_t idx);

	void releaseModule(const char* name);

	void releaseModule(Module* module);

	void releaseModules(const char** modules, uint32_t size);

	void releaseModules(Module** modules, uint32_t size);

	void releaseLoadedModules();

protected:

	virtual ~ModuleLoaderImpl() {}

	// ModuleBase's stuff

	void						init(NvParameterized::Interface&) {}

	NvParameterized::Interface* getDefaultModuleDesc()
	{
		return 0;
	}

	void release()
	{
		ModuleBase::release();
	}
	void destroy()
	{
		ModuleBase::destroy();
		delete this;
	}

	const char*					getName() const
	{
		return ModuleBase::getName();
	}

	AuthObjTypeID				getModuleID() const
	{
		return UINT32_MAX;
	}
	RenderableIterator* 	createRenderableIterator(const Scene&)
	{
		return NULL;
	}

	// ModuleIntl's stuff

	ModuleSceneIntl* 				createInternalModuleScene(SceneIntl&, RenderDebugInterface*)
	{
		return NULL;
	}
	void						releaseModuleSceneIntl(ModuleSceneIntl&) {}
	uint32_t				forceLoadAssets()
	{
		return 0;
	}
};

}
} // physx::apex

#endif

Commits for Divide-Dependencies/physx/APEX_1.4/module/loader/include/ModuleLoaderImpl.h

Diff revisions: vs.
Revision Author Commited Message
105 IonutCava picture IonutCava Tue 16 Apr, 2019 19:55:41 +0000

Forgot to actually add physx