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+/*
+ * Copyright (C) 2005-2018 Team Kodi
+ * This file is part of Kodi - https://kodi.tv
+ *
+ * SPDX-License-Identifier: GPL-2.0-or-later
+ * See LICENSES/README.md for more information.
+ */
+
+#pragma once
+
+#include "GUIComponent.h"
+#include "TextureBundle.h"
+#include "threads/CriticalSection.h"
+
+#include <chrono>
+#include <cstddef>
+#include <cstdint>
+#include <list>
+#include <memory>
+#include <string>
+#include <utility>
+#include <vector>
+
+class CTexture;
+
+/************************************************************************/
+/* */
+/************************************************************************/
+class CTextureArray
+{
+public:
+ CTextureArray(int width, int height, int loops, bool texCoordsArePixels = false);
+ CTextureArray();
+
+ virtual ~CTextureArray();
+
+ void Reset();
+
+ void Add(std::shared_ptr<CTexture> texture, int delay);
+ void Set(std::shared_ptr<CTexture> texture, int width, int height);
+ void Free();
+ unsigned int size() const;
+
+ std::vector<std::shared_ptr<CTexture>> m_textures;
+ std::vector<int> m_delays;
+ int m_width;
+ int m_height;
+ int m_orientation;
+ int m_loops;
+ int m_texWidth;
+ int m_texHeight;
+ bool m_texCoordsArePixels;
+};
+
+/*!
+ \ingroup textures
+ \brief
+ */
+/************************************************************************/
+/* */
+/************************************************************************/
+class CTextureMap
+{
+public:
+ CTextureMap();
+ CTextureMap(const std::string& textureName, int width, int height, int loops);
+ virtual ~CTextureMap();
+
+ void Add(std::unique_ptr<CTexture> texture, int delay);
+ bool Release();
+
+ const std::string& GetName() const;
+ const CTextureArray& GetTexture();
+ void Dump() const;
+ uint32_t GetMemoryUsage() const;
+ void Flush();
+ bool IsEmpty() const;
+ void SetHeight(int height);
+ void SetWidth(int height);
+protected:
+ void FreeTexture();
+
+ CTextureArray m_texture;
+ std::string m_textureName;
+ unsigned int m_referenceCount;
+ uint32_t m_memUsage;
+};
+
+/*!
+ \ingroup textures
+ \brief
+ */
+/************************************************************************/
+/* */
+/************************************************************************/
+class CGUITextureManager
+{
+public:
+ CGUITextureManager(void);
+ virtual ~CGUITextureManager(void);
+
+ bool HasTexture(const std::string &textureName, std::string *path = NULL, int *bundle = NULL, int *size = NULL);
+ static bool CanLoad(const std::string &texturePath); ///< Returns true if the texture manager can load this texture
+ const CTextureArray& Load(const std::string& strTextureName, bool checkBundleOnly = false);
+ void ReleaseTexture(const std::string& strTextureName, bool immediately = false);
+ void Cleanup();
+ void Dump() const;
+ uint32_t GetMemoryUsage() const;
+ void Flush();
+ std::string GetTexturePath(const std::string& textureName, bool directory = false);
+ std::vector<std::string> GetBundledTexturesFromPath(const std::string& texturePath);
+
+ void AddTexturePath(const std::string &texturePath); ///< Add a new path to the paths to check when loading media
+ void SetTexturePath(const std::string &texturePath); ///< Set a single path as the path to check when loading media (clear then add)
+ void RemoveTexturePath(const std::string &texturePath); ///< Remove a path from the paths to check when loading media
+
+ void FreeUnusedTextures(unsigned int timeDelay = 0); ///< Free textures (called from app thread only)
+ void ReleaseHwTexture(unsigned int texture);
+protected:
+ std::vector<CTextureMap*> m_vecTextures;
+ std::list<std::pair<CTextureMap*, std::chrono::time_point<std::chrono::steady_clock>>>
+ m_unusedTextures;
+ std::vector<unsigned int> m_unusedHwTextures;
+ typedef std::vector<CTextureMap*>::iterator ivecTextures;
+ // we have 2 texture bundles (one for the base textures, one for the theme)
+ CTextureBundle m_TexBundle[2];
+
+ std::vector<std::string> m_texturePaths;
+ CCriticalSection m_section;
+};
+