Jeck - Cache and resource manager merged, streamlined.
This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
* If you've Retrieved it, don't delete it--- Use resources.Release(Whatever).
Textures automatically release subordinate quads.
* Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
RetrieveQuad will load the required texture, if needed.
Only managed resources have a resource name ("back", "simon", etc).
Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
Non managed quads lookup by position/dimensions, defaulting to the whole texture.
* Use resources.RetrieveTexture only when you need to do something special to it.
Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
Release(JTexture*) is called, or as a last resort during cache overflow.
* Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE.
All others may become invalid, although locked textures do have a high degree of stability. It's
pretty safe to store a locked texture if you're not going to load much between uses.
There's a lot going on here, so I might have missed something... but it runs through the test suite alright.
TODO:
* When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image.
This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
* I've had a crash while runing the Demo mode, something to do with receiveEventMinus?
This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so
I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
* Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
This commit is contained in:
@@ -27,8 +27,7 @@
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}
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Credits::~Credits(){
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SAFE_DELETE(unlockedTex);
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SAFE_DELETE(unlockedQuad);
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resources.Release(unlockedTex);
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for (unsigned int i = 0; i<bonus.size(); ++i)
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if (bonus[i])
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delete bonus[i];
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@@ -74,28 +73,28 @@ void Credits::compute(Player * _p1, Player * _p2, GameApp * _app){
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if (unlocked == -1){
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unlocked = isDifficultyUnlocked();
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if (unlocked){
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unlockedTex = GameApp::CommonRes->LoadTexture("unlocked.png", TEX_TYPE_USE_VRAM);
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unlockedQuad = NEW JQuad(unlockedTex, 2, 2, 396, 96);
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unlockedTex = resources.RetrieveTexture("unlocked.png", RETRIEVE_VRAM);
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unlockedQuad = resources.RetrieveQuad("unlocked.png", 2, 2, 396, 96);
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options[Options::DIFFICULTY_MODE_UNLOCKED] = GameOption(1);
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options.save();
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} else if ((unlocked = isMomirUnlocked())) {
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unlockedTex = GameApp::CommonRes->LoadTexture("momir_unlocked.png", TEX_TYPE_USE_VRAM);
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unlockedQuad = NEW JQuad(unlockedTex, 2, 2, 396, 96);
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unlockedTex = resources.RetrieveTexture("momir_unlocked.png", RETRIEVE_VRAM);
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unlockedQuad = resources.RetrieveQuad("momir_unlocked.png", 2, 2, 396, 96);
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options[Options::MOMIR_MODE_UNLOCKED] = GameOption(1);
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options.save();
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} else if ((unlocked = isEvilTwinUnlocked())) {
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unlockedTex = GameApp::CommonRes->LoadTexture("eviltwin_unlocked.png", TEX_TYPE_USE_VRAM);
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unlockedQuad = NEW JQuad(unlockedTex, 2, 2, 396, 96);
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unlockedTex = resources.RetrieveTexture("eviltwin_unlocked.png", RETRIEVE_VRAM);
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unlockedQuad = resources.RetrieveQuad("eviltwin_unlocked.png", 2, 2, 396, 96);
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options[Options::EVILTWIN_MODE_UNLOCKED] = GameOption(1);
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options.save();
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}else if((unlocked = isRandomDeckUnlocked())) {
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unlockedTex = GameApp::CommonRes->LoadTexture("randomdeck_unlocked.png", TEX_TYPE_USE_VRAM);
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unlockedQuad = NEW JQuad(unlockedTex, 2, 2, 396, 96);
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unlockedTex = resources.RetrieveTexture("randomdeck_unlocked.png", RETRIEVE_VRAM);
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unlockedQuad = resources.RetrieveQuad("randomdeck_unlocked.png", 2, 2, 396, 96);
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options[Options::RANDOMDECK_MODE_UNLOCKED] = GameOption(1);
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options.save();
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}else if((unlocked = unlockRandomSet())) {
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unlockedTex = GameApp::CommonRes->LoadTexture("set_unlocked.png", TEX_TYPE_USE_VRAM);
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unlockedQuad = NEW JQuad(unlockedTex, 2, 2, 396, 96);
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unlockedTex = resources.RetrieveTexture("set_unlocked.png", RETRIEVE_VRAM);
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unlockedQuad = resources.RetrieveQuad("set_unlocked.png", 2, 2, 396, 96);
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char buffer[4096];
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unlockedString = MtgSets::SetsList->values[unlocked -1];
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sprintf(buffer,"unlocked_%s", unlockedString.c_str());
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@@ -103,7 +102,7 @@ void Credits::compute(Player * _p1, Player * _p2, GameApp * _app){
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options.save();
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}
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if (unlocked){
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JSample * sample = SampleCache::GetInstance()->getSample("bonus.wav");
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JSample * sample = resources.RetrieveSample("bonus.wav");
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if (sample) JSoundSystem::GetInstance()->PlaySample(sample);
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}
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}
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@@ -131,9 +130,9 @@ void Credits::compute(Player * _p1, Player * _p2, GameApp * _app){
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void Credits::Render(){
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GameObserver * g = GameObserver::GetInstance();
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JRenderer * r = JRenderer::GetInstance();
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JLBFont * f = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
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JLBFont * f2 = GameApp::CommonRes->GetJLBFont(Constants::MENU_FONT);
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JLBFont * f3 = GameApp::CommonRes->GetJLBFont(Constants::MAGIC_FONT);
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JLBFont * f = resources.GetJLBFont(Constants::MAIN_FONT);
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JLBFont * f2 = resources.GetJLBFont(Constants::MENU_FONT);
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JLBFont * f3 = resources.GetJLBFont(Constants::MAGIC_FONT);
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f->SetScale(1);
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f2->SetScale(1);
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f3->SetScale(1);
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