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:
@@ -26,19 +26,16 @@ void GameStateShop::Create(){
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void GameStateShop::Start()
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{
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menu = NULL;
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menuFont = GameApp::CommonRes->GetJLBFont(Constants::MENU_FONT);
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itemFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
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menuFont = resources.GetJLBFont(Constants::MENU_FONT);
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itemFont = resources.GetJLBFont(Constants::MAIN_FONT);
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mStage = STAGE_SHOP_SHOP;
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bgTexture = GameApp::CommonRes->LoadTexture("shop.jpg", TEX_TYPE_USE_VRAM);
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mBg = NEW JQuad(bgTexture, 0, 0, 480, 272); // Create background quad for rendering.
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mBack = GameApp::CommonRes->GetQuad("back");
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bgTexture = resources.RetrieveTexture("shop.jpg", RETRIEVE_VRAM);
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mBg = resources.RetrieveQuad("shop.jpg");
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mBack = resources.GetQuad("back");
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JRenderer::GetInstance()->ResetPrivateVRAM();
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JRenderer::GetInstance()->EnableVSync(true);
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@@ -99,7 +96,7 @@ void GameStateShop::load(){
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setIds[i] = (rand() % MtgSets::SetsList->nb_items);
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}
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}
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JQuad * mBackThumb = GameApp::CommonRes->GetQuad("back_thumb");
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JQuad * mBackThumb = resources.GetQuad("back_thumb");
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@@ -109,7 +106,7 @@ void GameStateShop::load(){
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shop->Add(setNames[i],mBack,mBackThumb, 700);
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}
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MTGDeck * tempDeck = NEW MTGDeck(NULL,mParent->collection);
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MTGDeck * tempDeck = NEW MTGDeck(mParent->collection);
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tempDeck->addRandomCards(8,sets,nbsets);
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for (map<int,int>::iterator it = tempDeck->cards.begin(); it!=tempDeck->cards.end(); it++){
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for (int j = 0; j < it->second; j++){
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@@ -122,11 +119,9 @@ void GameStateShop::load(){
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void GameStateShop::End()
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{
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JRenderer::GetInstance()->EnableVSync(false);
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resources.Release(bgTexture);
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SAFE_DELETE(shop);
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SAFE_DELETE(bgTexture);
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SAFE_DELETE(mBg);
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SAFE_DELETE(menu);
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}
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void GameStateShop::Destroy(){
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