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Aquaria/BBGE/Precacher.h
fgenesis 70b8dcdc3a Rework texture loading, part 1
Major code/logic cleanups + it has a multithreaded batch mode now.
The VFS code doesn't like multiple threads at all,
so for now there's a big lock in front of where it matters.
Changed precacher, map/tileset, and worldmap loading to batched mode.

Still TODO:
- fix broken mod preview images
- reloading resources on debug key
- make mod recache entirely unnecessary
- actually drop resources when no longer needed
2023-05-31 00:55:16 +02:00

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C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef PRECACHER_H
#define PRECACHER_H
#include <vector>
#include <string>
#include "Texture.h"
class RenderObject;
class Precacher
{
public:
typedef void (*ProgressCallback)(void);
Precacher();
~Precacher();
void precacheList(const std::string &list, ProgressCallback progress = NULL);
void precacheTex(const std::string &tex, ProgressCallback progress = NULL);
void clear();
void setBaseDir(const std::string& dir);
private:
static void _Callback(const std::string &file, void *param);
void _precacheTex(const std::string &tex);
std::string basedir;
std::vector<CountedPtr<Texture> > texkeep;
std::vector<std::string> todo;
void doCache(ProgressCallback progress = NULL);
};
#endif