/* 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 "ags/lib/std/memory.h"
#include "ags/lib/std/vector.h"
#include "ags/lib/std/list.h"
#include "ags/shared/ac/sprite_file.h"
#include "ags/shared/core/platform.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;
// Tells that the sprite is found in the game resources.
#define SPRCACHEFLAG_ISASSET 0x01
// Tells that the sprite index was remapped to another existing sprite.
#define SPRCACHEFLAG_REMAPPED 0x02
// Locked sprites are ones that should not be freed when out of cache space.
#define SPRCACHEFLAG_LOCKED 0x04
// 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;
SpriteCache(std::vector &sprInfos);
~SpriteCache();
// Loads sprite reference information and inits sprite stream
HError InitFile(const Shared::String &filename, const Shared::String &sprindex_filename);
// Saves current cache contents to the file
int SaveToFile(const Shared::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;
// 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;
// Loads sprite and and locks in memory (so it cannot get removed implicitly)
void Precache(sprkey_t index);
// Remap the given index to the sprite 0
void RemapSpriteToSprite0(sprkey_t index);
// Unregisters sprite from the bank and optionally deletes bitmap
void RemoveSprite(sprkey_t index, bool freeMemory);
// Deletes all loaded (non-locked, non-external) images from the cache;
// this keeps all the auxiliary sprite information intact
void DisposeAll();
// 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
// flags are SPF_* constants that define sprite's behavior in game.
bool SetSprite(sprkey_t index, Shared::Bitmap *, int flags = 0);
// Assigns new sprite for the given index, remapping it to sprite 0;
// optionally marks it as an asset placeholder
void SetEmptySprite(sprkey_t index, bool as_asset);
// Assigns new bitmap for the *registered* sprite without changing its properties
void SubstituteBitmap(sprkey_t index, Shared::Bitmap *);
// 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
Shared::Bitmap *operator[](sprkey_t index);
private:
// Load sprite from game resource
size_t LoadSprite(sprkey_t index);
// Gets the index of a sprite which data is used for the given slot;
// in case of remapped sprite this will return the one given sprite is remapped to
sprkey_t GetDataIndex(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);
// Information required for the sprite streaming
struct SpriteData {
size_t Size = 0; // to track cache size
uint32_t Flags = 0;
// TODO: investigate if we may safely use unique_ptr here
// (some of these bitmaps may be assigned from outside of the cache)
Shared::Bitmap *Image = nullptr; // actual bitmap
// MRU list reference
std::list::iterator MruIt;
// 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 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;
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;
// Initialize the empty sprite slot
void InitNullSpriteParams(sprkey_t index);
};
} // namespace Shared
} // namespace AGS
} // namespace AGS3
#endif