Files
wagic/projects/mtg/include/WCachedResource.h
wagic.jeck d55fc91112 Jeck - [Requires JGE rebuild] Extensive cache improvements.
* Numerous cache fixes, reduced filesystem access.
 * Cache fails very gracefully. 
 * Cache is now a templated class, with individual caches per data-type.
 * Much easier to extend.
 * Extensively debugged. Try compiling with -DDEBUG_CACHE.
 * Caches limits can be set on a per-item basis.
 * hgeParticleSystemInfo are now cached, mana particles now fall back to defaults.
 * Samples are not cached, but track filesystem misses using the cache backbone. 
 * Avatars are cached. Default baka avatar is now baka.jpg, to prevent collision with player.

A note on the retrieval types: 
  RETRIEVE_MANAGE puts a resource into a seperate, managed resource list.
    Managed resources are guarenteed valid for the lifetime of the program. 
    Retrieving a managed quad promotes the associated texture to managed. Don't do that by mistake.
    Calls to Resources.Refresh() will attempt to reload managed resources in place.

  RETRIVE_LOCK (and by extension, RETRIEVE_VRAM), returns a resource after locking it.
    A resource may have many locks, and remains in cache until they are all released. 
    If the resource is managed, it returns it unmodified.

A note on quads:
Unlike all other RetrieveWhatever() functions, the default behavior for RetrieveQuad is RETRIEVE_LOCK. Worse, Release(JQuad*) is slow, and will /always/ release one lock from the associated texture.   

There's a long and complicated explanation for this, involving support for live relinking of textures to existing quads, but basically what it means is that we only use RetrieveQuad for quads we intend to store and later Release(). If a temporary quad is needed, the preferred method is to use NEW JQuad* and SAFE_DELETE with RetrieveTexture(). RetrieveTempQuad is also provided, but is only guaranteed until the next call to the cache.

Note that RetrieveCard has none of these problems.
2009-09-14 08:28:49 +00:00

95 lines
3.2 KiB
C++

#ifndef _WCACHEDRESOURCE_H_
#define _WCACHEDRESOURCE_H_
#include <hge/hgeparticle.h>
class WResource{
public:
friend class WResourceManager;
template<class cacheItem,class cacheActual> friend class WCache;
WResource();
virtual ~WResource();
virtual void Nullify()=0; //For when our size is 0, so we don't free anything by mistake.
virtual unsigned long size()=0; //Size of cached item in bytes.
virtual void Refresh(string filename)=0; //Basically calls Attempt(filename) and remaps in situ.
virtual bool isGood()=0; //Return true if this has data.
virtual bool Attempt(string filename, int submode, int & error)=0; //Returns true if we've loaded our data and isGood().
protected:
bool isLocked(); //Is the resource locked?
bool isPermanent(); //Is the resource permanent?
void lock(); //Lock it.
void deadbolt(); //Make it permanent.
void unlock(bool force = false); //Unlock it. Forcing a lock will also remove "permanent" status.
void hit(); //Update resource's last used time.
int loadedMode; //What submode settings were we loaded with? (For refresh)
unsigned int lastTime; //When was the last time we were hit?
unsigned char locks; //Remember to unlock when we're done using locked stuff, or else this'll be useless.
};
class WCachedTexture: public WResource{
public:
friend class WResourceManager;
template<class cacheItem,class cacheActual> friend class WCache;
WCachedTexture();
~WCachedTexture();
void Refresh(string filename);
unsigned long size();
bool isGood();
bool Attempt(string filename, int submode, int & error);
bool compare(JTexture * t) {return (t == texture);};
void Nullify();
JTexture * Actual(); //Return this texture as is. Does not make a new one.
JQuad * GetQuad(string resname);
JQuad * GetQuad(float offX=0.0f, float offY=0.0f, float width=0.0f, float height=0.0f,string resname=""); //Get us a new/existing quad.
JQuad * GetCard(float offX=0.0f, float offY=0.0f, float width=0.0f, float height=0.0f,string resname=""); //Same as above, but centered when new.
bool ReleaseQuad(JQuad* quad); //We're done with this quad, so delete and stop tracking. True if existed.
protected:
JTexture * texture;
bool bVRAM;
map<JQuad*,string> trackedQuads;
};
class WCachedParticles: public WResource{
public:
friend class WResourceManager;
template<class cacheItem,class cacheActual> friend class WCache;
WCachedParticles();
~WCachedParticles();
void Nullify();
void Refresh(string filename);
unsigned long size();
bool isGood();
bool Attempt(string filename, int submode, int & error);
bool compare(hgeParticleSystemInfo * p) {return (p == particles);};
hgeParticleSystemInfo * Actual();
protected:
hgeParticleSystemInfo * particles;
};
class WCachedSample: public WResource{
public:
friend class WResourceManager;
template<class cacheItem,class cacheActual> friend class WCache;
WCachedSample();
~WCachedSample();
void Nullify();
bool compare(JSample * s) {return (s == sample);};
unsigned long size();
bool isGood();
void Refresh(string filename);
bool Attempt(string filename, int submode, int & error);
JSample * Actual(); //Return this sample.
protected:
JSample * sample;
};
#endif