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67 lines
1.8 KiB
C++
67 lines
1.8 KiB
C++
#ifndef BBGE_TEXTUREMGR_H
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#define BBGE_TEXTUREMGR_H
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#include <map>
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#include "Texture.h"
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#include "MT.h"
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struct TexLoadTmp;
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class TextureMgr
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{
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public:
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TextureMgr();
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~TextureMgr();
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typedef void (*ProgressCallback)(size_t done, void*);
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void setLoadPaths(const char * const * paths, size_t n);
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const std::string& getLoadPath(size_t idx) const;
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const size_t getNumLoadPaths() const;
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size_t spawnThreads(size_t n);
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size_t getNumLoaded() const;
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Texture *getOrLoad(const std::string& name);
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void clearUnused(); // clear everything whose refcount is 1
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void unloadAll();
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enum LoadMode
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{
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KEEP, // if already exists, keep unchanged
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KEEP_IF_SAME, // load if we resolve to a different file than the texture that's already there, if any.
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OVERWRITE // always overwrite
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};
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size_t loadBatch(Texture *pdst[], const std::string texnames[], size_t n, LoadMode mode = KEEP, ProgressCallback cb = 0, void *cbUD = 0);
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Texture *load(const std::string& texname, LoadMode mode);
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void reloadAll(LoadMode mode);
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enum ReloadResult
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{
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FILE_ERROR,
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RELOADED_OK,
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NOT_LOADED,
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};
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// reload a file from disk. Pass in FILE NAME. The function figures out the texture name.
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ReloadResult reloadFile(const std::string& fn, LoadMode mode);
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private:
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typedef std::map<std::string, CountedPtr<Texture> > TexCache;
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TexCache cache;
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BlockingQueue<void*> worktodo;
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BlockingQueue<void*> workdone;
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std::vector<void*> threads;
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void *sem; // SDL_sem*
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static int Th_Main(void *self);
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void thMain(); // for int
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void th_loadFromFile(TexLoadTmp& tt) const;
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Texture *finalize(TexLoadTmp& tt);
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std::vector<std::string> loadFromPaths;
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};
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#endif
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