mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-01 15:35:47 +00:00
70b8dcdc3a
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
50 lines
1.4 KiB
C++
50 lines
1.4 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef PRECACHER_H
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#define PRECACHER_H
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#include <vector>
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#include <string>
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#include "Texture.h"
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class RenderObject;
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class Precacher
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{
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public:
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typedef void (*ProgressCallback)(void);
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Precacher();
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~Precacher();
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void precacheList(const std::string &list, ProgressCallback progress = NULL);
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void precacheTex(const std::string &tex, ProgressCallback progress = NULL);
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void clear();
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void setBaseDir(const std::string& dir);
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private:
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static void _Callback(const std::string &file, void *param);
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void _precacheTex(const std::string &tex);
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std::string basedir;
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std::vector<CountedPtr<Texture> > texkeep;
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std::vector<std::string> todo;
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void doCache(ProgressCallback progress = NULL);
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};
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#endif
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