osb/source/rendering/StarAssetTextureGroup.hpp

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#ifndef STAR_ASSET_TEXTURE_GROUP_HPP
#define STAR_ASSET_TEXTURE_GROUP_HPP
#include "StarMaybe.hpp"
#include "StarString.hpp"
#include "StarBiMap.hpp"
#include "StarListener.hpp"
#include "StarRenderer.hpp"
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#include "StarAssetPath.hpp"
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namespace Star {
STAR_CLASS(AssetTextureGroup);
// Creates a renderer texture group for textures loaded directly from Assets.
class AssetTextureGroup {
public:
// Creates a texture group using the given renderer and textureFiltering for
// the managed textures.
AssetTextureGroup(TextureGroupPtr textureGroup);
// Load the given texture into the texture group if it is not loaded, and
// return the texture pointer.
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TexturePtr loadTexture(AssetPath const& imagePath);
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// If the texture is loaded and ready, returns the texture pointer, otherwise
// queues the texture using Assets::tryImage and returns nullptr.
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TexturePtr tryTexture(AssetPath const& imagePath);
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// Has the texture been loaded?
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bool textureLoaded(AssetPath const& imagePath) const;
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// Frees textures that haven't been used in more than 'textureTimeout' time.
// If Root has been reloaded, will simply clear the texture group.
void cleanup(int64_t textureTimeout);
private:
// Returns the texture parameters. If tryTexture is true, then returns none
// if the texture is not loaded, and queues it, otherwise loads texture
// immediately
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TexturePtr loadTexture(AssetPath const& imagePath, bool tryTexture);
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TextureGroupPtr m_textureGroup;
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HashMap<AssetPath, pair<TexturePtr, int64_t>> m_textureMap;
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HashMap<ImageConstPtr, TexturePtr> m_textureDeduplicationMap;
TrackerListenerPtr m_reloadTracker;
};
}
#endif