* limitations under the License.
*/
+#include <map>
+
// EXTERNAL INCLUDES
#include <dali/public-api/object/ref-object.h>
#include <dali/devel-api/rendering/geometry.h>
#include <dali/devel-api/rendering/shader.h>
+#include <dali/devel-api/rendering/renderer.h>
namespace Dali
{
*/
static Geometry CreateQuadGeometry();
+public:
+ struct CachedRenderer : RefObject
+ {
+ std::string mKey;
+ Renderer mRenderer;
+
+ CachedRenderer( const std::string& key, const Renderer& renderer )
+ : mKey( key ),
+ mRenderer( renderer )
+ {}
+ };
+
+ typedef IntrusivePtr< CachedRenderer > CachedRendererPtr;
+
+ /**
+ * @brief Request renderer from the url
+ *
+ * @return The cached renderer if exist in the cache. Otherwise null is returned.
+ */
+ CachedRendererPtr GetRenderer( const std::string& key ) const;
+
+ /**
+ * @brief Cache the renderer based on the given key.
+ *
+ * If the key already exists in the cache, then the cache will save an additional renderer to the cache.
+ * RemoveRenderer will then need to be called twice to remove both items from the cache.
+ *
+ * @param[in] key The key to use for caching
+ * @param[in] renderer The Renderer to be cached
+ *
+ * @return The cached renderer stored in the cache
+ */
+ CachedRendererPtr SaveRenderer( const std::string& key, Renderer& renderer );
+
+ /**
+ * @brief Removes the renderer from the cache based on the given key
+ *
+ * @param[in] key The key used for caching
+ */
+ void RemoveRenderer( const std::string& key );
+
protected:
/**
RendererFactoryCache& operator=(const RendererFactoryCache& rhs);
private:
+ typedef Dali::Vector< std::size_t > HashVector;
+ typedef std::vector< CachedRendererPtr > CachedRenderers;
+ /**
+ * @brief Finds the first index into the cached renderers from the url
+ *
+ * @return Returns the first index into the cached renderer from the url if it exists in the cache, otherwise returns -1
+ */
+ int FindRenderer( const std::string& key ) const;
+
+private:
// ToDo: test whether using the WeakHandle could improve the performance
// With WeakHandle, the resource would be released automatically when no control is using it
Geometry mGeometry[GEOMETRY_TYPE_MAX+1];
Shader mShader[SHADER_TYPE_MAX+1];
+
+ HashVector mRendererHashes;
+ CachedRenderers mRenderers;
};
} // namespace Internal