Another change that looks bigger than it is: changed out the global extern WResourceManager to a real singleton. This means that it's no longer being init'ed at static initialization time, and we can debug construction/destruction properly; it's also safer in a multithreaded context.
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@@ -163,7 +163,7 @@ void Credits::compute(Player * _p1, Player * _p2, GameApp * _app)
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if (unlocked && options[Options::SFXVOLUME].number > 0)
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{
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JSample * sample = resources.RetrieveSample("bonus.wav");
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JSample * sample = WResourceManager::Instance()->RetrieveSample("bonus.wav");
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if (sample)
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{
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JSoundSystem::GetInstance()->PlaySample(sample);
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@@ -205,10 +205,10 @@ JQuad * Credits::GetUnlockedQuad(string textureName)
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{
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if (!textureName.size()) return NULL;
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JTexture * unlockedTex = resources.RetrieveTexture(textureName);
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JTexture * unlockedTex = WResourceManager::Instance()->RetrieveTexture(textureName);
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if (!unlockedTex) return NULL;
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return resources.RetrieveQuad(unlockedTextureName, 2, 2, unlockedTex->mWidth - 4, unlockedTex->mHeight - 4);
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return WResourceManager::Instance()->RetrieveQuad(unlockedTextureName, 2, 2, unlockedTex->mWidth - 4, unlockedTex->mHeight - 4);
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}
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@@ -218,9 +218,9 @@ void Credits::Render()
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return;
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GameObserver * g = GameObserver::GetInstance();
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JRenderer * r = JRenderer::GetInstance();
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WFont * f = resources.GetWFont(Fonts::MAIN_FONT);
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WFont * f2 = resources.GetWFont(Fonts::MENU_FONT);
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WFont * f3 = resources.GetWFont(Fonts::MAGIC_FONT);
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WFont * f = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
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WFont * f2 = WResourceManager::Instance()->GetWFont(Fonts::MENU_FONT);
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WFont * f3 = WResourceManager::Instance()->GetWFont(Fonts::MAGIC_FONT);
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f->SetScale(1);
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f->SetColor(ARGB(255,255,255,255));
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f2->SetScale(1);
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