/* Copyright (c) 2014, Matthias Schiffer All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include #include #include #include namespace RPGEdit { namespace View { class SpriteCache { private: struct SDL_Surface_deleter { void operator()(SDL_Surface *surface) const { SDL_FreeSurface(surface); } }; typedef std::pair sprite_key; typedef std::unique_ptr sprite_value; struct sprite_key_hash { size_t operator()(const sprite_key &k) const { std::hash string_hash; std::hash int_hash; return string_hash(k.first) ^ int_hash(k.second); } }; std::unordered_map sprites; sprite_value load(const std::string &id); sprite_value load(const std::string &id, unsigned rotation); sprite_value & get(const std::string &id, unsigned rotation); public: SDL_Surface * get(const std::string &type, const std::string &name, unsigned rotation = 0); void clear() { sprites.clear(); } }; } }