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/*
* Copyright (C) 2005-2013 Team XBMC
* http://xbmc.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with XBMC; see the file COPYING. If not, see
* <http://www.gnu.org/licenses/>.
*
*/
/*!
\file TextureManager.h
\brief
*/
#ifndef GUILIB_TEXTUREMANAGER_H
#define GUILIB_TEXTUREMANAGER_H
#include <vector>
#include <list>
#include "TextureBundle.h"
#include "threads/CriticalSection.h"
#pragma once
/************************************************************************/
/* */
/************************************************************************/
class CTextureArray
{
public:
CTextureArray(int width, int height, int loops, bool texCoordsArePixels = false);
CTextureArray();
virtual ~CTextureArray();
void Reset();
void Add(CBaseTexture *texture, int delay);
void Set(CBaseTexture *texture, int width, int height);
void Free();
unsigned int size() const;
std::vector<CBaseTexture* > 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 CStdString& textureName, int width, int height, int loops);
virtual ~CTextureMap();
void Add(CBaseTexture* texture, int delay);
bool Release();
const CStdString& GetName() const;
const CTextureArray& GetTexture();
void Dump() const;
uint32_t GetMemoryUsage() const;
void Flush();
bool IsEmpty() const;
protected:
void FreeTexture();
CStdString m_textureName;
CTextureArray m_texture;
unsigned int m_referenceCount;
uint32_t m_memUsage;
};
/*!
\ingroup textures
\brief
*/
/************************************************************************/
/* */
/************************************************************************/
class CGUITextureManager
{
public:
CGUITextureManager(void);
virtual ~CGUITextureManager(void);
bool HasTexture(const CStdString &textureName, CStdString *path = NULL, int *bundle = NULL, int *size = NULL);
static bool CanLoad(const CStdString &texturePath); ///< Returns true if the texture manager can load this texture
const CTextureArray& Load(const CStdString& strTextureName, bool checkBundleOnly = false);
void ReleaseTexture(const CStdString& strTextureName, bool immediately = false);
void Cleanup();
void Dump() const;
uint32_t GetMemoryUsage() const;
void Flush();
CStdString GetTexturePath(const CStdString& textureName, bool directory = false);
void GetBundledTexturesFromPath(const CStdString& texturePath, std::vector<CStdString> &items);
void AddTexturePath(const CStdString &texturePath); ///< Add a new path to the paths to check when loading media
void SetTexturePath(const CStdString &texturePath); ///< Set a single path as the path to check when loading media (clear then add)
void RemoveTexturePath(const CStdString &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*, unsigned int> > m_unusedTextures;
std::vector<unsigned int> m_unusedHwTextures;
typedef std::vector<CTextureMap*>::iterator ivecTextures;
typedef std::list<std::pair<CTextureMap*, unsigned int> >::iterator ilistUnused;
// we have 2 texture bundles (one for the base textures, one for the theme)
CTextureBundle m_TexBundle[2];
std::vector<CStdString> m_texturePaths;
CCriticalSection m_section;
};
/*!
\ingroup textures
\brief
*/
extern CGUITextureManager g_TextureManager;
#endif
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