52 lines
1.6 KiB
C++
52 lines
1.6 KiB
C++
#ifndef STAR_ASSET_TEXTURE_GROUP_HPP
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#define STAR_ASSET_TEXTURE_GROUP_HPP
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#include "StarMaybe.hpp"
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#include "StarString.hpp"
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#include "StarBiMap.hpp"
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#include "StarListener.hpp"
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#include "StarRenderer.hpp"
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#include "StarAssetPath.hpp"
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namespace Star {
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STAR_CLASS(AssetTextureGroup);
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// Creates a renderer texture group for textures loaded directly from Assets.
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class AssetTextureGroup {
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public:
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// Creates a texture group using the given renderer and textureFiltering for
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// the managed textures.
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AssetTextureGroup(TextureGroupPtr textureGroup);
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// Load the given texture into the texture group if it is not loaded, and
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// 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
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// 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.
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// If Root has been reloaded, will simply clear the texture group.
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void cleanup(int64_t textureTimeout);
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private:
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// Returns the texture parameters. If tryTexture is true, then returns none
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// if the texture is not loaded, and queues it, otherwise loads texture
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// 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;
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TrackerListenerPtr m_reloadTracker;
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};
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}
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#endif
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