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:
@@ -21,12 +21,7 @@ GuiCombat::GuiCombat(GameObserver* go) : GuiLayer(), go(go), active(false), acti
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{
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if (NULL == ok_quad)
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{
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if (!GameApp::CommonRes->GetTexture("Ok.png"))
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{
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GameApp::CommonRes->CreateTexture("Ok.png");
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GameApp::CommonRes->CreateQuad("OK", "Ok.png", 0, 0, 56, 45);
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}
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ok_quad = GameApp::CommonRes->GetQuad("OK");
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ok_quad = resources.RetrieveQuad("OK.png");
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if (ok_quad) ok_quad->SetHotSpot(28, 22);
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}
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}
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@@ -226,7 +221,7 @@ void GuiCombat::Render()
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{
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go->opponent()->mAvatar->SetHotSpot(18, 25);
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enemy_avatar.Render(go->opponent()->mAvatar);
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JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
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JLBFont * mFont = resources.GetJLBFont(Constants::MAIN_FONT);
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mFont->SetColor(ARGB(255, 255, 64, 0));
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{
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char buf[10]; sprintf(buf, "%i", damage);
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@@ -238,7 +233,7 @@ void GuiCombat::Render()
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renderer->DrawLine(0, SCREEN_HEIGHT / 2 + 10, SCREEN_WIDTH, SCREEN_HEIGHT / 2 + 10, ARGB(255, 255, 64, 0));
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if (FIRST_STRIKE == step)
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{
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JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
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JLBFont * mFont = resources.GetJLBFont(Constants::MAIN_FONT);
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mFont->SetColor(ARGB(255, 64, 255, 64));
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mFont->DrawString("First strike damage", 370, 2);
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}
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@@ -338,6 +333,7 @@ int GuiCombat::receiveEventMinus(WEvent* e)
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}
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else if (WEventPhaseChange* event = dynamic_cast<WEventPhaseChange*>(e))
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{
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event = event;
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step = BLOCKERS;
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}
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else if (WEventCombatStepChange* event = dynamic_cast<WEventCombatStepChange*>(e))
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