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#pragma once
#include "../include/Storage.hpp"
#include "../include/MessageQueue.hpp"
#include <SFML/System/Vector2.hpp>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/System/Clock.hpp>
#include <string>
#include <memory>
#include <thread>
namespace QuickMedia {
enum class LoadingState {
NOT_LOADED,
LOADING,
FINISHED_LOADING,
APPLIED_TO_TEXTURE
};
struct ThumbnailData {
bool referenced = false;
LoadingState loading_state = LoadingState::NOT_LOADED;
sf::Texture texture;
std::unique_ptr<sf::Image> image; // Set in another thread. This should be .reset after loading it into |texture|, to save memory
sf::Clock texture_applied_time;
};
constexpr int NUM_IMAGE_LOAD_THREADS = 4;
class AsyncImageLoader {
public:
AsyncImageLoader();
~AsyncImageLoader();
// Returns false if the image loader is already loading an image. In that case, this function should be called again later.
// set |resize_target_size| to {0, 0} to disable resizing.
// |thumbnail_data.loading_state| has to be LoadingState::NOT_LOADED when calling this!
// Note: this method is not thread-safe
void load_thumbnail(const std::string &url, bool local, sf::Vector2i resize_target_size, bool use_tor, std::shared_ptr<ThumbnailData> thumbnail_data);
private:
struct ThumbnailLoadData {
Path path;
Path thumbnail_path;
bool local;
std::shared_ptr<ThumbnailData> thumbnail_data;
sf::Vector2i resize_target_size;
};
// Returns -1 if all threads are busy
int get_free_load_index() const;
private:
bool loading_image[NUM_IMAGE_LOAD_THREADS];
// TODO: Use curl single-threaded multi-download feature instead
std::thread download_image_thread[NUM_IMAGE_LOAD_THREADS];
std::thread load_image_thread;
MessageQueue<ThumbnailLoadData> image_load_queue;
};
}
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