/* 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