void CGUILargeTextureManager::OnJobComplete(unsigned int jobID, bool success, CJob *job) { // see if we still have this job id CSingleLock lock(m_listSection); for (queueIterator it = m_queued.begin(); it != m_queued.end(); ++it) { if (it->first == jobID) { // found our job CImageLoader *loader = (CImageLoader *)job; CLargeTexture *image = it->second; image->SetTexture(loader->m_texture); loader->m_texture = NULL; // we want to keep the texture, and jobs are auto-deleted. m_queued.erase(it); m_allocated.push_back(image); return; } } }
void CGUILargeTextureManager::OnJobComplete(unsigned int jobID, bool success, CJob *job) { // see if we still have this job id CSingleLock lock(m_listSection); for (queueIterator it = m_queued.begin(); it != m_queued.end(); ++it) { if (it->first == jobID) { // found our job CImageLoader *loader = (CImageLoader *)job; CLargeTexture *image = it->second; image->SetTexture(loader->m_texture); loader->m_texture = NULL; // we want to keep the texture, and jobs are auto-deleted. m_queued.erase(it); m_allocated.push_back(image); #if defined(__VIDONME_MEDIACENTER__) break; #else return; #endif } } #if defined(__VIDONME_MEDIACENTER__) if (!m_queImageLoaders.empty()) { typedef std::pair<CImageLoader*, int> LoaderPair; LoaderPair loaderPair = *m_queImageLoaders.begin(); unsigned int jobID = CJobManager::GetInstance().AddJob(loaderPair.first, this, CJob::PRIORITY_NORMAL); CLargeTexture *image = new CLargeTexture(loaderPair.first->m_path); while (loaderPair.second-- > 1) { image->AddRef(); } m_queued.push_back(make_pair(jobID, image)); m_queImageLoaders.pop_front(); } #endif }