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:
wagic.jeck
2009-09-03 09:28:16 +00:00
parent 7214248494
commit f220d2e9b9
49 changed files with 1587 additions and 1233 deletions

View File

@@ -64,60 +64,50 @@ GameStateMenu::GameStateMenu(GameApp* parent): GameState(parent)
mGuiController = NULL;
subMenuController = NULL;
gameTypeMenu = NULL;
mIconsTexture = NULL;
//bgMusic = NULL;
timeIndex = 0;
angleMultiplier = MIN_ANGLE_MULTIPLIER;
yW = 55;
mVolume = 0;
splashTex = NULL;
splashQuad = NULL;
scroller = NULL;
}
GameStateMenu::~GameStateMenu() {}
void GameStateMenu::Create()
{
mDip = NULL;
mReadConf = 0;
mCurrentSetName[0] = 0;
mIconsTexture = GameApp::CommonRes->LoadTexture("menuicons.png", TEX_TYPE_USE_VRAM);
bgTexture = GameApp::CommonRes->LoadTexture("menutitle.png", TEX_TYPE_USE_VRAM);
movingWTexture = GameApp::CommonRes->LoadTexture("movingW.png", TEX_TYPE_USE_VRAM);
mBg = NEW JQuad(bgTexture, 0, 0, 256, 166); // Create background quad for rendering.
mMovingW = NEW JQuad(movingWTexture, 2, 2, 84, 62);
if (fileExists(GameApp::CommonRes->graphicsFile("splash.jpg").c_str())){
splashTex = GameApp::CommonRes->LoadTexture("splash.jpg", TEX_TYPE_USE_VRAM);
splashQuad = NEW JQuad(splashTex, 0, 0, 480, 272);
}
mBg->SetHotSpot(105,50);
mMovingW->SetHotSpot(72,16);
//load all the icon images
//load all the icon images. Menu icons are managed, so we can do this here.
int n = 0;
char buf[512];
for (int i=0;i<5;i++){
for (int j=0;j<2;j++){
mIcons[n] = NEW JQuad(mIconsTexture, 2 + i*36, 2 + j*36, 32, 32);
sprintf(buf,"menuicons%d%d",i,j);
mIcons[n] = resources.RetrieveQuad("menuicons.png", 2 + i*36, 2 + j*36, 32, 32,buf);
mIcons[n]->SetHotSpot(16,16);
n++;
}
}
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MENU_FONT);
JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT);
mFont->SetColor(options[Metrics::LOADING_TC].asColor());
mGuiController = NEW JGuiController(100, this);
if (mGuiController)
{
mGuiController->Add(NEW MenuItem(MENUITEM_PLAY, mFont, "Play", 80, 50 + SCREEN_HEIGHT/2, mIcons[8], mIcons[9],"graphics/particle1.psi",GameApp::CommonRes->GetQuad("particles"), true));
mGuiController->Add(NEW MenuItem(MENUITEM_DECKEDITOR, mFont, "Deck Editor", 160, 50 + SCREEN_HEIGHT/2, mIcons[2], mIcons[3],"graphics/particle2.psi",GameApp::CommonRes->GetQuad("particles")));
mGuiController->Add(NEW MenuItem(MENUITEM_SHOP, mFont, "Shop", 240, 50 + SCREEN_HEIGHT/2, mIcons[0], mIcons[1],"graphics/particle3.psi",GameApp::CommonRes->GetQuad("particles")));
mGuiController->Add(NEW MenuItem(MENUITEM_OPTIONS, mFont, "Options", 320, 50 + SCREEN_HEIGHT/2, mIcons[6], mIcons[7],"graphics/particle4.psi",GameApp::CommonRes->GetQuad("particles")));
mGuiController->Add(NEW MenuItem(MENUITEM_EXIT, mFont, "Exit", 400, 50 + SCREEN_HEIGHT/2, mIcons[4], mIcons[5],"graphics/particle5.psi",GameApp::CommonRes->GetQuad("particles")));
mGuiController->Add(NEW MenuItem(MENUITEM_PLAY, mFont, "Play", 80, 50 + SCREEN_HEIGHT/2, mIcons[8], mIcons[9],"graphics/particle1.psi",resources.GetQuad("particles"), true));
mGuiController->Add(NEW MenuItem(MENUITEM_DECKEDITOR, mFont, "Deck Editor", 160, 50 + SCREEN_HEIGHT/2, mIcons[2], mIcons[3],"graphics/particle2.psi",resources.GetQuad("particles")));
mGuiController->Add(NEW MenuItem(MENUITEM_SHOP, mFont, "Shop", 240, 50 + SCREEN_HEIGHT/2, mIcons[0], mIcons[1],"graphics/particle3.psi",resources.GetQuad("particles")));
mGuiController->Add(NEW MenuItem(MENUITEM_OPTIONS, mFont, "Options", 320, 50 + SCREEN_HEIGHT/2, mIcons[6], mIcons[7],"graphics/particle4.psi",resources.GetQuad("particles")));
mGuiController->Add(NEW MenuItem(MENUITEM_EXIT, mFont, "Exit", 400, 50 + SCREEN_HEIGHT/2, mIcons[4], mIcons[5],"graphics/particle5.psi",resources.GetQuad("particles")));
}
currentState = MENU_STATE_MAJOR_LOADING_CARDS | MENU_STATE_MINOR_NONE;
scroller = NEW TextScroller(GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT), SCREEN_WIDTH/2 - 90 , SCREEN_HEIGHT-17,180);
scroller = NEW TextScroller(resources.GetJLBFont(Constants::MAIN_FONT), SCREEN_WIDTH/2 - 90 , SCREEN_HEIGHT-17,180);
scrollerSet = 0;
}
@@ -128,29 +118,16 @@ void GameStateMenu::Destroy()
SAFE_DELETE(mGuiController);
SAFE_DELETE(subMenuController);
SAFE_DELETE(gameTypeMenu);
SAFE_DELETE(mIconsTexture);
for (int i = 0; i < 10 ; i++){
SAFE_DELETE(mIcons[i]);
}
SAFE_DELETE(mBg);
SAFE_DELETE(mMovingW);
SAFE_DELETE(movingWTexture);
SAFE_DELETE(bgTexture);
resources.Release(bgTexture);
resources.Release(movingWTexture);
SAFE_DELETE(scroller);
}
void GameStateMenu::Start(){
JRenderer::GetInstance()->ResetPrivateVRAM();
JRenderer::GetInstance()->EnableVSync(true);
subMenuController = NULL;
if (GameApp::HasMusic && !GameApp::music && options[Options::MUSICVOLUME].number > 0){
GameApp::music = GameApp::CommonRes->ssLoadMusic("Track0.mp3");
GameApp::music = resources.ssLoadMusic("Track0.mp3");
JSoundSystem::GetInstance()->PlayMusic(GameApp::music, true);
}
@@ -162,6 +139,16 @@ void GameStateMenu::Start(){
hasChosenGameType = 1;
if (options[Options::MOMIR_MODE_UNLOCKED].number) hasChosenGameType = 0;
if (options[Options::RANDOMDECK_MODE_UNLOCKED].number) hasChosenGameType = 0;
bgTexture = resources.RetrieveTexture("menutitle.png", RETRIEVE_VRAM);
movingWTexture = resources.RetrieveTexture("movingW.png", RETRIEVE_VRAM);
mBg = resources.RetrieveQuad("menutitle.png"); // Create background quad for rendering.
mMovingW = resources.RetrieveQuad("movingW.png");
mBg->SetHotSpot(105,50);
mMovingW->SetHotSpot(72,16);
JRenderer::GetInstance()->ResetPrivateVRAM();
JRenderer::GetInstance()->EnableVSync(true);
}
@@ -217,7 +204,7 @@ void GameStateMenu::fillScroller(){
sprintf(buff2, _("You have unlocked %i expansions out of %i").c_str(),nbunlocked, MtgSets::SetsList->nb_items);
scroller->Add(buff2);
DeckDataWrapper* ddw = NEW DeckDataWrapper(NEW MTGDeck(options.profileFile(PLAYER_COLLECTION,"",false).c_str(), &cache,mParent->collection));
DeckDataWrapper* ddw = NEW DeckDataWrapper(NEW MTGDeck(options.profileFile(PLAYER_COLLECTION,"",false).c_str(), mParent->collection));
int totalCards = ddw->getCount();
if (totalCards){
sprintf(buff2, _("You have a total of %i cards in your collection").c_str(),totalCards);
@@ -274,8 +261,10 @@ int GameStateMenu::nextDirectory(const char * root, const char * file){
void GameStateMenu::End()
{
JRenderer::GetInstance()->EnableVSync(false);
resources.Release(bgTexture);
resources.Release(movingWTexture);
}
@@ -316,9 +305,7 @@ void GameStateMenu::Update(float dt)
}
}
resetDirectory();
SAFE_DELETE(splashQuad);
SAFE_DELETE(splashTex);
}
}
break;
case MENU_STATE_MAJOR_FIRST_TIME :
options.checkProfile();
@@ -338,7 +325,7 @@ void GameStateMenu::Update(float dt)
{
if (!hasChosenGameType){
currentState = MENU_STATE_MAJOR_SUBMENU;
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MENU_FONT);
JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT);
subMenuController = NEW SimpleMenu(102, this, mFont, 150,60);
if (subMenuController){
subMenuController->Add(SUBMENUITEM_CLASSIC,"Classic");
@@ -402,8 +389,9 @@ void GameStateMenu::Render()
{
JRenderer * renderer = JRenderer::GetInstance();
renderer->ClearScreen(ARGB(0,0,0,0));
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MENU_FONT);
JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT);
if ((currentState & MENU_STATE_MAJOR) == MENU_STATE_MAJOR_LOADING_CARDS){
JQuad* splashQuad = resources.RetrieveQuad("splash.jpg");
if (splashQuad){
renderer->RenderQuad(splashQuad,0,0);
}else{
@@ -412,7 +400,7 @@ void GameStateMenu::Render()
mFont->DrawString(text,SCREEN_WIDTH/2,SCREEN_HEIGHT/2,JGETEXT_CENTER);
}
}else{
mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
mFont = resources.GetJLBFont(Constants::MAIN_FONT);
PIXEL_TYPE colors[] =
{
ARGB(255, 3, 2, 0),
@@ -447,7 +435,7 @@ void GameStateMenu::Render()
void GameStateMenu::ButtonPressed(int controllerId, int controlId)
{
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MENU_FONT);
JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT);
#if defined (WIN32) || defined (LINUX)
char buf[4096];
sprintf(buf, "cnotrollerId: %i", controllerId);
@@ -558,13 +546,10 @@ ostream& GameStateMenu::toString(ostream& out) const
<< " ; gameTypeMenu : " << gameTypeMenu
<< " ; hasChosenGameType : " << hasChosenGameType
<< " ; mIcons : " << mIcons
<< " ; mIconsTexture : " << mIconsTexture
<< " ; bgTexture : " << bgTexture
<< " ; movingWTexture : " << movingWTexture
<< " ; mBg : " << mBg
<< " ; mMovingW : " << mMovingW
<< " ; splashTex : " << splashTex
<< " ; splashQuad : " << splashQuad
<< " ; mCreditsYPos : " << mCreditsYPos
<< " ; currentState : " << currentState
<< " ; mVolume : " << mVolume