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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;
};
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