mirror of
https://github.com/Relintai/pandemonium_engine.git
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136 lines
4.9 KiB
C++
136 lines
4.9 KiB
C++
#ifndef PROP_2D_CACHE_H
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#define PROP_2D_CACHE_H
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/*************************************************************************/
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/* prop_2d_cache.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/bind/core_bind.h"
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#include "core/containers/hash_map.h"
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#include "core/containers/vector.h"
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#include "core/math/color.h"
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#include "core/object/object.h"
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#include "core/object/reference.h"
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#include "scene/resources/material/material.h"
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#include "core/os/mutex.h"
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#include "../props/prop_2d_data.h"
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#include "modules/modules_enabled.gen.h"
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class Prop2DMaterialCache;
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class TiledWall2DData;
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class Prop2DCache : public Object {
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GDCLASS(Prop2DCache, Object);
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public:
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static Prop2DCache *get_singleton();
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float get_default_pixels_per_unit() const;
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void set_default_pixels_per_unit(const float value);
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StringName get_default_prop_material_cache_class();
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void set_default_prop_material_cache_class(const StringName &cls_name);
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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int get_texture_flags() const;
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void set_texture_flags(const int flags);
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int get_max_atlas_size() const;
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void set_max_atlas_size(const int size);
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bool get_keep_original_atlases() const;
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void set_keep_original_atlases(const bool value);
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Color get_background_color() const;
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void set_background_color(const Color &color);
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int get_margin() const;
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void set_margin(const int margin);
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#endif
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String material_path_get() const;
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void material_path_set(const String &array);
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Ref<Material> material_get();
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void material_set(const Ref<Material> &value);
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void material_load();
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void ensure_material_loaded();
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Ref<Prop2DMaterialCache> material_cache_get(const Ref<Prop2DData> &prop);
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void material_cache_unref(const Ref<Prop2DData> &prop);
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Ref<Prop2DMaterialCache> tiled_wall_material_cache_get(const Ref<TiledWall2DData> &twd);
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void tiled_wall_material_cache_unref(const Ref<TiledWall2DData> &twd);
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Ref<Prop2DMaterialCache> material_cache_custom_key_get(const uint64_t key);
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void material_cache_custom_key_unref(const uint64_t key);
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Ref<Resource> load_resource(const String &path, const String &type_hint = "");
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private:
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static Prop2DCache *_instance;
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public:
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Prop2DCache();
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~Prop2DCache();
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protected:
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static void _bind_methods();
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float _default_pixels_per_unit;
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StringName _default_prop_material_cache_class;
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RBMap<uint64_t, Ref<Prop2DMaterialCache>> _material_cache;
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RBMap<uint64_t, Ref<Prop2DMaterialCache>> _tiled_wall_material_cache;
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RBMap<uint64_t, Ref<Prop2DMaterialCache>> _custom_keyed_material_cache;
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Mutex _material_cache_mutex;
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Mutex _tiled_wall_material_cache_mutex;
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Mutex _custom_keyed_material_cache_mutex;
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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int _texture_flags;
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int _max_atlas_size;
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bool _keep_original_atlases;
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Color _background_color;
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int _margin;
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#endif
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String _material_path;
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Ref<Material> _material;
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};
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#endif
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