本文整理汇总了C++中MutexedMap类的典型用法代码示例。如果您正苦于以下问题:C++ MutexedMap类的具体用法?C++ MutexedMap怎么用?C++ MutexedMap使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了MutexedMap类的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: getTexturePath
/*
Gets the path to a texture by first checking if the texture exists
in texture_path and if not, using the data path.
Checks all supported extensions by replacing the original extension.
If not found, returns "".
Utilizes a thread-safe cache.
*/
std::string getTexturePath(const std::string &filename)
{
std::string fullpath = "";
/*
Check from cache
*/
bool incache = g_texturename_to_path_cache.get(filename, &fullpath);
if(incache)
return fullpath;
/*
Check from texture_path
*/
std::string texture_path = g_settings->get("texture_path");
if(texture_path != "")
{
std::string testpath = texture_path + DIR_DELIM + filename;
// Check all filename extensions. Returns "" if not found.
fullpath = getImagePath(testpath);
}
/*
Check from $user/textures/all
*/
if(fullpath == "")
{
std::string texture_path = porting::path_user + DIR_DELIM
+ "textures" + DIR_DELIM + "all";
std::string testpath = texture_path + DIR_DELIM + filename;
// Check all filename extensions. Returns "" if not found.
fullpath = getImagePath(testpath);
}
/*
Check from default data directory
*/
if(fullpath == "")
{
std::string base_path = porting::path_share + DIR_DELIM + "textures"
+ DIR_DELIM + "base" + DIR_DELIM + "pack";
std::string testpath = base_path + DIR_DELIM + filename;
// Check all filename extensions. Returns "" if not found.
fullpath = getImagePath(testpath);
}
// Add to cache (also an empty result is cached)
g_texturename_to_path_cache.set(filename, fullpath);
// Finally return it
return fullpath;
}
示例2: insertSourceImage
void TextureSource::insertSourceImage(const std::string &name, video::IImage *img)
{
//infostream<<"TextureSource::insertSourceImage(): name="<<name<<std::endl;
assert(get_current_thread_id() == m_main_thread);
m_sourcecache.insert(name, img, true, m_device->getVideoDriver());
m_source_image_existence.set(name, true);
}
示例3: getShaderPath
/*
Gets the path to a shader by first checking if the file
name_of_shader/filename
exists in shader_path and if not, using the data path.
If not found, returns "".
Utilizes a thread-safe cache.
*/
std::string getShaderPath(const std::string &name_of_shader,
const std::string &filename)
{
std::string combined = name_of_shader + DIR_DELIM + filename;
std::string fullpath = "";
/*
Check from cache
*/
bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
if(incache)
return fullpath;
/*
Check from shader_path
*/
std::string shader_path = g_settings->get("shader_path");
if(shader_path != "")
{
std::string testpath = shader_path + DIR_DELIM + combined;
if(fs::PathExists(testpath))
fullpath = testpath;
}
/*
Check from default data directory
*/
if(fullpath == "")
{
std::string rel_path = std::string("client") + DIR_DELIM
+ "shaders" + DIR_DELIM
+ name_of_shader + DIR_DELIM
+ filename;
std::string testpath = porting::path_share + DIR_DELIM + rel_path;
if(fs::PathExists(testpath))
fullpath = testpath;
}
// Add to cache (also an empty result is cached)
g_shadername_to_path_cache.set(combined, fullpath);
// Finally return it
return fullpath;
}
示例4: clearTextureNameCache
void clearTextureNameCache()
{
g_texturename_to_path_cache.clear();
}