Erwan - cache fixes - Code review highly appreciated, please criticize my code!
- fix issue 65 (quads when no image load slowly in shop/deck editor) - Possibly fix issue 92, please let me know if it reproduces - Fix issue 97 (Deck editor: weird behavior of deck display) - Fix issue 39 - please verify - Issue 56 can probably be closed as well - Fix issue 86
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@@ -144,8 +144,8 @@ void GameStateMenu::Start(){
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if (options[Options::MOMIR_MODE_UNLOCKED].number) hasChosenGameType = 0;
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if (options[Options::RANDOMDECK_MODE_UNLOCKED].number) hasChosenGameType = 0;
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bgTexture = resources.RetrieveTexture("menutitle.png", RETRIEVE_VRAM);
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movingWTexture = resources.RetrieveTexture("movingW.png", RETRIEVE_VRAM);
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bgTexture = resources.RetrieveTexture("menutitle.png", RETRIEVE_LOCK);
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movingWTexture = resources.RetrieveTexture("movingW.png", RETRIEVE_LOCK);
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mBg = resources.RetrieveQuad("menutitle.png", 0, 0, 256, 166); // Create background quad for rendering.
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mMovingW = resources.RetrieveQuad("movingW.png", 2, 2, 84, 62);
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@@ -162,20 +162,6 @@ void GameStateMenu::Start(){
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SAFE_DELETE(playerdata);
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#if defined DEBUG_CACHE
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/*resources.ClearUnlocked(); //So we can tell if we've any extra locks.
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if(!resources.menuCached)
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resources.menuCached = resources.CountCached();
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if(resources.CountCached() != resources.menuCached){
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char buf[512];
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unsigned int i = resources.CountCached()-resources.menuCached;
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sprintf(buf,"Warning: %u leftover locked items.",i);
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resources.debugMessage = buf;
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}
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*/
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#endif
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}
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@@ -336,6 +322,8 @@ void GameStateMenu::Update(float dt)
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sprintf(nbcardsStr, "Database: %i cards", mParent->collection->totalCards());
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SAFE_DELETE(playerdata);
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resetDirectory();
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//All major things have been loaded, resize the cache to use it as efficiently as possible
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resources.autoResize();
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}
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break;
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case MENU_STATE_MAJOR_FIRST_TIME :
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