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#ifndef MGUI_ASYNC_IMAGE_H
#define MGUI_ASYNC_IMAGE_H

#include <mgl/graphics/image.h>
#include <mgl/graphics/texture.h>
#include <stdint.h>

typedef struct mgui_async_image mgui_async_image;

typedef enum {
    MGUI_ASYNC_IMAGE_NOT_LOADED,
    MGUI_ASYNC_IMAGE_LOADING,
    MGUI_ASYNC_IMAGE_LOADED,
    MGUI_ASYNC_IMAGE_APPLIED,
    MGUI_ASYNC_IMAGE_FAILED_TO_LOAD,
    MGUI_ASYNC_IMAGE_UNLOADED
} mgui_async_image_state;

struct mgui_async_image {
    mgl_image image;
    mgl_texture texture;
    uint64_t hash;
    mgui_async_image_state state;
    uint32_t updated;
    uint32_t ref_count;
    char *filepath;
};

/* Do not call this manually */
void mgui_async_image_init();
/* Do not call this manually */
void mgui_async_image_deinit();
/* Do not call this manually */
void mgui_async_image_unload_unreferenced();

/*
    Increases reference count by 1 every time this is called.
    Call |mgui_async_image_unref| when done with the image so it can be unloaded when all references are gone.
*/
mgui_async_image* mgui_async_image_get_by_path(const char *filepath);
/* Needs to be called at least once a frame to keep the image from being unloaded */
void mgui_async_image_update(mgui_async_image *self);
void mgui_async_image_unref(mgui_async_image *self);

#endif /* MGUI_ASYNC_IMAGE_H */