/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 3 of the License, 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 this program. If not, see . * */ // // Sprite caching system. // // SpriteFile handles sprite serialization and streaming. // SpriteCache provides bitmaps by demand; it uses SpriteFile to load sprites // and does MRU (most-recent-use) caching. // // TODO: store sprite data in a specialized container type that is optimized // for having most keys allocated in large continious sequences by default. // // Only for the reference: one of the ideas is for container to have a table // of arrays of fixed size internally. When getting an item the hash would be // first divided on array size to find the array the item resides in, then the // item is taken from item from slot index = (hash - arrsize * arrindex). // TODO: find out if there is already a hash table kind that follows similar // principle. // //============================================================================= #ifndef AGS_SHARED_AC_SPRITE_CACHE_H #define AGS_SHARED_AC_SPRITE_CACHE_H #include "common/std/memory.h" #include "common/std/vector.h" #include "common/std/list.h" #include "ags/shared/ac/sprite_file.h" #include "ags/shared/core/platform.h" #include "ags/shared/gfx/bitmap.h" #include "ags/shared/util/error.h" #include "ags/shared/util/geometry.h" namespace AGS3 { namespace AGS { namespace Shared { class String; class Stream; class Bitmap; } // namespace AGS3 } // namespace AGS using namespace AGS; // FIXME later typedef AGS::Shared::HError HAGSError; struct SpriteInfo; // Max size of the sprite cache, in bytes #if AGS_PLATFORM_OS_ANDROID || AGS_PLATFORM_OS_IOS #define DEFAULTCACHESIZE_KB (32 * 1024) #else #define DEFAULTCACHESIZE_KB (128 * 1024) #endif struct SpriteInfo; namespace AGS { namespace Shared { class SpriteCache { public: static const sprkey_t MIN_SPRITE_INDEX = 1; // 0 is reserved for "empty sprite" static const sprkey_t MAX_SPRITE_INDEX = INT32_MAX - 1; static const size_t MAX_SPRITE_SLOTS = INT32_MAX; typedef Size (*PfnAdjustSpriteSize)(const Size &size, const uint32_t sprite_flags); typedef Bitmap *(*PfnInitSprite)(sprkey_t index, Bitmap *image, uint32_t &sprite_flags); typedef void (*PfnPostInitSprite)(sprkey_t index); typedef void (*PfnPrewriteSprite)(Bitmap *image); struct Callbacks { PfnAdjustSpriteSize AdjustSize; PfnInitSprite InitSprite; PfnPostInitSprite PostInitSprite; PfnPrewriteSprite PrewriteSprite; }; SpriteCache(std::vector &sprInfos, const Callbacks &callbacks); ~SpriteCache() = default; // Loads sprite reference information and inits sprite stream HError InitFile(const String &filename, const String &sprindex_filename); // Saves current cache contents to the file int SaveToFile(const String &filename, int store_flags, SpriteCompression compress, SpriteFileIndex &index); // Closes an active sprite file stream void DetachFile(); inline int GetStoreFlags() const { return _file.GetStoreFlags(); } inline SpriteCompression GetSpriteCompression() const { return _file.GetSpriteCompression(); } // Tells if there is a sprite registered for the given index; // this includes sprites that were explicitly assigned but failed to init and were remapped bool DoesSpriteExist(sprkey_t index) const; // Returns sprite's resolution; or empty Size if sprite does not exist Size GetSpriteResolution(sprkey_t index) const; // Makes sure sprite cache has allocated slots for all sprites up to the given inclusive limit; // returns requested index on success, or -1 on failure. sprkey_t EnlargeTo(sprkey_t topmost); // Finds a free slot index, if all slots are occupied enlarges sprite bank; returns index sprkey_t GetFreeIndex(); // Returns current size of the cache, in bytes; this includes locked size too! size_t GetCacheSize() const; // Gets the total size of the locked sprites, in bytes size_t GetLockedSize() const; // Returns maximal size limit of the cache, in bytes; this includes locked size too! size_t GetMaxCacheSize() const; // Returns number of sprite slots in the bank (this includes both actual sprites and free slots) size_t GetSpriteSlotCount() const; // Tells if the sprite storage still has unoccupied slots to put new sprites in bool HasFreeSlots() const; // Tells if the given slot is reserved for the asset sprite, that is a "static" // sprite cached from the game assets bool IsAssetSprite(sprkey_t index) const; // Loads sprite using SpriteFile if such index is known, // frees the space if cache size reaches the limit void PrecacheSprite(sprkey_t index); // Locks sprite, preventing it from getting removed by the normal cache limit. // If this is a registered sprite from the game assets, then loads it first. // If this is a sprite with SPRCACHEFLAG_EXTERNAL flag, then does nothing, // as these are always "locked". // If such sprite does not exist, then fails silently. void LockSprite(sprkey_t index); // Unlocks sprite, putting it back into the cache logic, // where it counts towards normal limit may be deleted to free space. // NOTE: sprites with SPRCACHEFLAG_EXTERNAL flag cannot be unlocked, // only explicitly removed. // If such sprite was not present in memory, then fails silently. void UnlockSprite(sprkey_t index); // Unregisters sprite from the bank and returns the bitmap Bitmap *RemoveSprite(sprkey_t index); // Deletes particular sprite, marks slot as unused void DeleteSprite(sprkey_t index); // Deletes a loaded asset image (non-external) from memory, ignoring its // locked status; this keeps an auxiliary sprite information intact, // so that the same sprite can be cached back later. void DisposeCached(sprkey_t index); // Deletes all free cached asset images (non-locked, non-external) // from memory; this keeps all the auxiliary sprite information intact, // so that the same sprite(s) can be cached back later. void DisposeAllFreeCached(); // Deletes all data and resets cache to the clear state void Reset(); // Assigns new sprite for the given index; this sprite won't be auto disposed. // *Deletes* the previous sprite if one was found at the same index. // "flags" are SPF_* constants that define sprite's behavior in game. bool SetSprite(sprkey_t index, std::unique_ptr image, int flags = 0); // Assigns new dummy for the given index, silently remapping it to placeholder; // optionally marks it as an asset placeholder. // *Deletes* the previous sprite if one was found at the same index. void SetEmptySprite(sprkey_t index, bool as_asset); // Sets max cache size in bytes void SetMaxCacheSize(size_t size); // Loads (if it's not in cache yet) and returns bitmap by the sprite index Bitmap *operator[](sprkey_t index); private: // Load sprite from game resource size_t LoadSprite(sprkey_t index, bool lock = false); // Remap the given index to the placeholder void RemapSpriteToPlaceholder(sprkey_t index); // Delete the oldest (least recently used) image in cache void DisposeOldest(); // Keep disposing oldest elements until cache has at least the given free space void FreeMem(size_t space); // Initialize the empty sprite slot void InitNullSprite(sprkey_t index); // // Dummy no-op variants for callbacks // static Size DummyAdjustSize(const Size &size, const uint32_t) { return size; } static Bitmap *DummyInitSprite(sprkey_t, Bitmap *image, uint32_t &) { return image; } static void DummyPostInitSprite(sprkey_t) { /* do nothing */ } static void DummyPrewriteSprite(Bitmap *) { /* do nothing */ } // Information required for the sprite streaming struct SpriteData { size_t Size = 0; // to track cache size, 0 = means don't track uint32_t Flags = 0; // SPRCACHEFLAG* flags std::unique_ptr Image; // actual bitmap // MRU list reference std::list::iterator MruIt; SpriteData() = default; SpriteData(SpriteData &&other) = default; SpriteData(Bitmap *image, size_t size, uint32_t flags) : Size(size), Flags(flags), Image(image) {} SpriteData &operator=(SpriteData &&other) = default; // Tells if this slot has a valid sprite assigned (not empty slot) bool IsValid() const { return Flags != 0u; } // Tells if there actually is a registered sprite in this slot bool DoesSpriteExist() const; // Tells if there's a game resource corresponding to this slot bool IsAssetSprite() const; // Tells if a sprite failed to load from assets, and should not be used bool IsError() const; // Tells if sprite was added externally, not loaded from game resources bool IsExternalSprite() const; // Tells if sprite is locked and should not be disposed by cache logic bool IsLocked() const; }; // Provided map of sprite infos, to fill in loaded sprite properties std::vector &_sprInfos; // Array of sprite references std::vector _spriteData; // Placeholder sprite, returned from operator[] for a non-existing sprite std::unique_ptr _placeholder; Callbacks _callbacks; SpriteFile _file; size_t _maxCacheSize; // cache size limit size_t _lockedSize; // size in bytes of currently locked images size_t _cacheSize; // size in bytes of currently cached images // MRU list: the way to track which sprites were used recently. // When clearing up space for new sprites, cache first deletes the sprites // that were last time used long ago. std::list _mru; }; } // namespace Shared } // namespace AGS } // namespace AGS3 #endif