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#pragma once
#include "drape/texture.hpp"
#include "drape/color.hpp"
#include "drape/dynamic_texture.hpp"
#include "base/buffer_vector.hpp"
#include <map>
#include <mutex>
namespace dp
{
class ColorKey : public Texture::Key
{
public:
explicit ColorKey(Color color) : Texture::Key(), m_color(color) {}
virtual Texture::ResourceType GetType() const { return Texture::ResourceType::Color; }
Color m_color;
};
class ColorResourceInfo : public Texture::ResourceInfo
{
public:
explicit ColorResourceInfo(m2::RectF const & texRect) : Texture::ResourceInfo(texRect) { }
virtual Texture::ResourceType GetType() const { return Texture::ResourceType::Color; }
};
class ColorPalette
{
public:
explicit ColorPalette(m2::PointU const & canvasSize);
ref_ptr<Texture::ResourceInfo> ReserveResource(bool predefined, ColorKey const & key, bool & newResource);
ref_ptr<Texture::ResourceInfo> MapResource(ColorKey const & key, bool & newResource);
void UploadResources(ref_ptr<Texture> texture);
void SetIsDebug(bool isDebug) { m_isDebug = isDebug; }
private:
typedef std::map<Color, ColorResourceInfo> TPalette;
struct PendingColor
{
m2::RectU m_rect;
Color m_color;
};
TPalette m_palette;
TPalette m_predefinedPalette;
buffer_vector<PendingColor, 16> m_pendingNodes;
m2::PointU m_textureSize;
m2::PointU m_cursor;
bool m_isDebug = false;
std::mutex m_lock;
std::mutex m_mappingLock;
};
class ColorTexture : public DynamicTexture<ColorPalette, ColorKey, Texture::ResourceType::Color>
{
typedef DynamicTexture<ColorPalette, ColorKey, Texture::ResourceType::Color> TBase;
public:
ColorTexture(m2::PointU const & size, ref_ptr<HWTextureAllocator> allocator)
: m_palette(size)
{
TBase::TextureParams params{size, TextureFormat::RGBA8, TextureFilter::Nearest, false /* m_usePixelBuffer */};
TBase::Init(allocator, make_ref(&m_palette), params);
}
void ReserveColor(dp::Color const & color);
~ColorTexture() { TBase::Reset(); }
static int GetColorSizeInPixels();
private:
ColorPalette m_palette;
};
} // namespace dp
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