mirror of
https://github.com/Relintai/props.git
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88 lines
2.4 KiB
C++
88 lines
2.4 KiB
C++
/*
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Copyright (c) 2019-2021 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef PROP_TEXTURE_CACHE_H
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#define PROP_TEXTURE_CACHE_H
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/object/object.h"
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#include "core/object/reference.h"
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#include "core/templates/hash_map.h"
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#include "core/templates/vector.h"
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#else
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#include "core/hash_map.h"
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#include "core/object.h"
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#include "core/reference.h"
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#include "core/vector.h"
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#endif
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#include "../props/prop_data.h"
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#if TEXTURE_PACKER_PRESENT
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class TexturePacker;
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#endif
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class PropTextureCache : public Object {
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GDCLASS(PropTextureCache, Object);
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#if TEXTURE_PACKER_PRESENT
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public:
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struct PropTextureCacheEntry {
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int refcount;
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Ref<TexturePacker> merger;
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Ref<PropData> prop;
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};
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public:
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static PropTextureCache *get_singleton();
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bool has_texture(const Ref<PropData> &prop);
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void set_texture(const Ref<PropData> &prop, const Ref<TexturePacker> &merger);
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Ref<TexturePacker> get_texture(const Ref<PropData> &prop);
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void ref_texture(const Ref<PropData> &prop);
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void unref_texture(const Ref<PropData> &prop);
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Ref<TexturePacker> create_texture(const Ref<PropData> &prop);
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Ref<TexturePacker> get_or_create_texture_immediate(const Ref<PropData> &prop);
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Ref<TexturePacker> get_or_create_texture_threaded(const Ref<PropData> &prop);
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private:
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Vector<PropTextureCacheEntry> _entries;
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static PropTextureCache *_instance;
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#endif
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public:
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PropTextureCache();
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~PropTextureCache();
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protected:
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static void _bind_methods();
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};
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#endif
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