/* Copyright (c) 2019-2021 Péter Magyar 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. */ #ifndef PROP_TEXTURE_CACHE_H #define PROP_TEXTURE_CACHE_H #include "core/version.h" #if VERSION_MAJOR > 3 #include "core/object/object.h" #include "core/object/reference.h" #include "core/templates/hash_map.h" #include "core/templates/vector.h" #else #include "core/hash_map.h" #include "core/object.h" #include "core/reference.h" #include "core/vector.h" #endif #include "../props/prop_data.h" #if TEXTURE_PACKER_PRESENT class TexturePacker; #endif class PropTextureCache : public Object { GDCLASS(PropTextureCache, Object); #if TEXTURE_PACKER_PRESENT public: struct PropTextureCacheEntry { int refcount; Ref merger; Ref prop; }; public: static PropTextureCache *get_singleton(); bool has_texture(const Ref &prop); void set_texture(const Ref &prop, const Ref &merger); Ref get_texture(const Ref &prop); void ref_texture(const Ref &prop); void unref_texture(const Ref &prop); Ref create_texture(const Ref &prop); Ref get_or_create_texture_immediate(const Ref &prop); Ref get_or_create_texture_threaded(const Ref &prop); private: Vector _entries; static PropTextureCache *_instance; #endif public: PropTextureCache(); ~PropTextureCache(); protected: static void _bind_methods(); }; #endif