ppsspp/Common/UI/IconCache.h

76 lines
1.6 KiB
C++

#pragma once
#include <map>
#include <set>
#include <string>
#include <cstdio>
#include <mutex>
#include <cstdint>
#include "Common/GPU/thin3d.h"
class UIContext;
enum class IconFormat : uint32_t {
PNG,
};
namespace Draw {
class Texture;
}
// TODO: Possibly make this smarter and use instead of ManagedTexture?
struct IconCacheStats {
size_t cachedCount;
size_t textureCount; // number of cached images that are "live" textures
size_t pending;
size_t dataSize;
};
class IconCache {
public:
// NOTE: Don't store the returned texture. Only use it to look up dimensions or other properties,
// instead call BindIconTexture every time you want to use it.
Draw::Texture *BindIconTexture(UIContext *context, const std::string &key);
// It's okay to call these from any thread.
bool MarkPending(const std::string &key); // returns false if already pending or loaded
void CancelPending(const std::string &key);
bool InsertIcon(const std::string &key, IconFormat format, std::string &&pngData);
bool GetDimensions(const std::string &key, int *width, int *height);
bool Contains(const std::string &key);
void SaveToFile(FILE *file);
bool LoadFromFile(FILE *file);
void FrameUpdate();
void ClearTextures();
void ClearData();
IconCacheStats GetStats();
private:
void Decimate(int64_t maxSize);
struct Entry {
std::string data;
IconFormat format;
Draw::Texture *texture;
double insertedTimeStamp;
double usedTimeStamp;
bool badData;
};
std::map<std::string, Entry> cache_;
std::set<std::string> pending_;
std::mutex lock_;
double lastUpdate_ = 0.0;
double lastDecimate_ = 0.0;
};
extern IconCache g_iconCache;