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