#ifndef PROP_CACHE_H #define PROP_CACHE_H /*************************************************************************/ /* prop_cache.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/bind/core_bind.h" #include "core/containers/hash_map.h" #include "core/containers/vector.h" #include "core/math/color.h" #include "core/object/object.h" #include "core/object/reference.h" #include "scene/resources/material/material.h" #include "core/os/mutex.h" #include "../props/prop_data.h" #include "modules/modules_enabled.gen.h" class PropMaterialCache; class TiledWallData; class PropCache : public Object { GDCLASS(PropCache, Object); public: static PropCache *get_singleton(); StringName get_default_prop_material_cache_class(); void set_default_prop_material_cache_class(const StringName &cls_name); #ifdef MODULE_TEXTURE_PACKER_ENABLED int get_texture_flags() const; void set_texture_flags(const int flags); int get_max_atlas_size() const; void set_max_atlas_size(const int size); bool get_keep_original_atlases() const; void set_keep_original_atlases(const bool value); Color get_background_color() const; void set_background_color(const Color &color); int get_margin() const; void set_margin(const int margin); #endif PoolStringArray material_paths_get() const; void material_paths_set(const PoolStringArray &array); void material_add(const Ref &value); Ref material_get(const int index); void material_set(const int index, const Ref &value); void material_remove(const int index); int material_get_num() const; void materials_clear(); void materials_load(); void ensure_materials_loaded(); Vector materials_get(); void materials_set(const Vector &materials); Ref material_cache_get(const Ref &prop); void material_cache_unref(const Ref &prop); Ref tiled_wall_material_cache_get(const Ref &twd); void tiled_wall_material_cache_unref(const Ref &twd); Ref material_cache_custom_key_get(const uint64_t key); void material_cache_custom_key_unref(const uint64_t key); Ref load_resource(const String &path, const String &type_hint = ""); private: static PropCache *_instance; public: PropCache(); ~PropCache(); protected: static void _bind_methods(); StringName _default_prop_material_cache_class; RBMap> _material_cache; RBMap> _tiled_wall_material_cache; RBMap> _custom_keyed_material_cache; Mutex _material_cache_mutex; Mutex _tiled_wall_material_cache_mutex; Mutex _custom_keyed_material_cache_mutex; #ifdef MODULE_TEXTURE_PACKER_ENABLED int _texture_flags; int _max_atlas_size; bool _keep_original_atlases; Color _background_color; int _margin; #endif PoolStringArray _material_paths; Vector> _materials; }; #endif