*/
void ClearCachedImage(const CStdString &image, bool deleteSource = false);
+ /*! \brief clear the cached version of the image with given id
+ \param database id of the image
+ \sa GetCachedImage
+ */
+ bool ClearCachedImage(int textureID);
+
/*! \brief retrieve a cache file (relative to the cache path) to associate with the given image, excluding extension
Use GetCachedPath(GetCacheFile(url)+extension) for the full path to the file.
\param url location of the image
*/
static CStdString GetCachedPath(const CStdString &file);
- /*! \brief retrieve a wrapped URL for a image file
- \param image name of the file
- \param type signifies a special type of image (eg embedded video thumb, picture folder thumb)
- \param options which options we need (eg size=thumb)
- \return full wrapped URL of the image file
- */
- static CStdString GetWrappedImageURL(const CStdString &image, const CStdString &type = "", const CStdString &options = "");
- static CStdString GetWrappedThumbURL(const CStdString &image);
-
- /*! \brief Unwrap an image://<url_encoded_path> style URL
- Such urls are used for art over the webserver or other users of the VFS
- \param image url of the image
- \return the unwrapped URL, or the original URL if unwrapping is inappropriate.
- */
- static CStdString UnwrapImageURL(const CStdString &image);
-
/*! \brief check whether an image:// URL may be cached
\param url the URL to the image
\return true if the given URL may be cached, false otherwise
\return true if we had a cached version of this image, false otherwise.
*/
bool ClearCachedTexture(const CStdString &url, CStdString &cacheFile);
+ bool ClearCachedTexture(int textureID, CStdString &cacheFile);
/*! \brief Increment the use count of a texture
Stores locally before calling CTextureDatabase::IncrementUseCount via a CUseCountJob
CCriticalSection m_databaseSection;
CTextureDatabase m_database;
- std::set<CStdString> m_processing; ///< currently processing list to avoid 2 jobs being processed at once
+ std::set<CStdString> m_processinglist; ///< currently processing list to avoid 2 jobs being processed at once
CCriticalSection m_processingSection;
CEvent m_completeEvent; ///< Set whenever a job has finished
std::vector<CTextureDetails> m_useCounts; ///< Use count tracking