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Aquaria/BBGE/TextureMgr.h

67 lines
1.8 KiB
C++

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