pandemonium_engine/modules/props/singleton/prop_cache.h

138 lines
5.0 KiB
C++

#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<Material> &value);
Ref<Material> material_get(const int index);
void material_set(const int index, const Ref<Material> &value);
void material_remove(const int index);
int material_get_num() const;
void materials_clear();
void materials_load();
void ensure_materials_loaded();
Vector<Variant> materials_get();
void materials_set(const Vector<Variant> &materials);
Ref<PropMaterialCache> material_cache_get(const Ref<PropData> &prop);
void material_cache_unref(const Ref<PropData> &prop);
Ref<PropMaterialCache> tiled_wall_material_cache_get(const Ref<TiledWallData> &twd);
void tiled_wall_material_cache_unref(const Ref<TiledWallData> &twd);
Ref<PropMaterialCache> material_cache_custom_key_get(const uint64_t key);
void material_cache_custom_key_unref(const uint64_t key);
Ref<Resource> 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<uint64_t, Ref<PropMaterialCache>> _material_cache;
RBMap<uint64_t, Ref<PropMaterialCache>> _tiled_wall_material_cache;
RBMap<uint64_t, Ref<PropMaterialCache>> _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<Ref<Material>> _materials;
};
#endif