Jeck - CommonRes transparently finds themed versions of files. Use JRenderer::LoadTexture for unthemed files, and CommonRes::LoadTexture for themed files. Res/graphics/back.jpg renamed to Res/graphics/backdrop.jpg due to collision with sets/back.jpg.
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@@ -83,13 +83,13 @@ void GameStateMenu::Create()
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mReadConf = 0;
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mCurrentSetName[0] = 0;
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mIconsTexture = JRenderer::GetInstance()->LoadTexture(options.themeGraphic("menuicons.png").c_str(), TEX_TYPE_USE_VRAM);
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bgTexture = JRenderer::GetInstance()->LoadTexture(options.themeGraphic("menutitle.png").c_str(), TEX_TYPE_USE_VRAM);
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movingWTexture = JRenderer::GetInstance()->LoadTexture(options.themeGraphic("movingW.png").c_str(), TEX_TYPE_USE_VRAM);
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mIconsTexture = GameApp::CommonRes->LoadTexture("menuicons.png", TEX_TYPE_USE_VRAM);
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bgTexture = GameApp::CommonRes->LoadTexture("menutitle.png", TEX_TYPE_USE_VRAM);
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movingWTexture = GameApp::CommonRes->LoadTexture("movingW.png", TEX_TYPE_USE_VRAM);
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mBg = NEW JQuad(bgTexture, 0, 0, 256, 166); // Create background quad for rendering.
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mMovingW = NEW JQuad(movingWTexture, 2, 2, 84, 62);
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if (fileExists(options.themeGraphic("splash.jpg").c_str())){
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splashTex = JRenderer::GetInstance()->LoadTexture(options.themeGraphic("splash.jpg").c_str(), TEX_TYPE_USE_VRAM);
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if (fileExists(GameApp::CommonRes->graphicsFile("splash.jpg").c_str())){
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splashTex = GameApp::CommonRes->LoadTexture("splash.jpg", TEX_TYPE_USE_VRAM);
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splashQuad = NEW JQuad(splashTex, 0, 0, 480, 272);
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}
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mBg->SetHotSpot(105,50);
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