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#pragma once
#include "drape/texture.hpp"
#include "std/string.hpp"
#include "std/map.hpp"
#include "std/vector.hpp"
namespace dp
{
class SymbolsTexture : public Texture
{
public:
class SymbolKey : public Key
{
public:
SymbolKey(string const & symbolName);
virtual ResourceType GetType() const;
string const & GetSymbolName() const;
private:
string m_symbolName;
};
class SymbolInfo : public ResourceInfo
{
public:
SymbolInfo(m2::RectF const & texRect);
virtual ResourceType GetType() const;
};
SymbolsTexture(std::string const & skinPathName, std::string const & textureName,
ref_ptr<HWTextureAllocator> allocator);
ref_ptr<ResourceInfo> FindResource(Key const & key, bool & newResource) override;
void Invalidate(string const & skinPathName, ref_ptr<HWTextureAllocator> allocator);
bool IsSymbolContained(std::string const & symbolName) const;
static bool DecodeToMemory(std::string const & skinPathName, std::string const & textureName,
vector<uint8_t> & symbolsSkin,
std::map<string, m2::RectU> & symbolsIndex,
uint32_t & skinWidth, uint32_t & skinHeight);
private:
void Fail();
void Load(std::string const & skinPathName, ref_ptr<HWTextureAllocator> allocator);
using TSymDefinition = map<std::string, SymbolInfo>;
std::string m_name;
mutable TSymDefinition m_definition;
};
} // namespace dp
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