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/// [`guillotiere::AtlasAllocator`] handler for [`crate::AtlasSet`].
///
pub struct Allocator {
/// [`guillotiere::AtlasAllocator`] holding Allocations for Textures.
allocator: guillotiere::AtlasAllocator,
/// Amount of Allocations currently Held.
allocations: usize,
/// Amount of Current Deallocations since last clear or creation.
deallocations: usize,
}
impl Allocator {
/// Returns a new Allocation if Room exists within the Texture layer.
///
pub fn allocate(
&mut self,
width: u32,
height: u32,
) -> Option<guillotiere::Allocation> {
let allocation = self
.allocator
.allocate(guillotiere::Size::new(width as i32, height as i32))?;
self.allocations += 1;
Some(allocation)
}
/// Clears the Allocator and its counters.
///
pub fn clear(&mut self) {
self.allocator.clear();
self.allocations = 0;
self.deallocations = 0;
}
/// Removes a Allocation to make it usable again.
///
pub fn deallocate(&mut self, allocation: guillotiere::Allocation) {
self.allocator.deallocate(allocation.id);
self.allocations = self.allocations.saturating_sub(1);
self.deallocations = self.deallocations.saturating_add(1);
}
/// If there are no Allocations.
///
pub fn is_empty(&self) -> bool {
self.allocations == 0
}
/// How many deallocations have been made. Used for defragmentation.
///
pub fn deallocations(&self) -> usize {
self.deallocations
}
/// Creates a new [`Allocator`] layer.
///
pub fn new(size: u32) -> Self {
let allocator = guillotiere::AtlasAllocator::new(
guillotiere::Size::new(size as i32, size as i32),
);
Self {
allocator,
allocations: 0,
deallocations: 0,
}
}
}