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:
@@ -4,26 +4,26 @@
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GuiFrame::GuiFrame()
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{
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if (JTexture* woodTex = GameApp::CommonRes->GetTexture("wood.png"))
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wood = NEW JQuad(woodTex, 0, 0, SCREEN_WIDTH, 16);
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if (resources.GetTexture("wood.png"))
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wood = resources.RetrieveQuad("wood.png", 0, 0, SCREEN_WIDTH, 16);
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else
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{
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wood = NULL;
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GameApp::systemError += "Can't load wood texture : " __FILE__ "\n";
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}
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if (JTexture* goldTex = GameApp::CommonRes->GetTexture("gold.png"))
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if (resources.GetTexture("gold.png"))
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{
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gold1 = NEW JQuad(goldTex, 0, 0, SCREEN_WIDTH, 6);
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gold2 = NEW JQuad(goldTex, 0, 6, SCREEN_WIDTH, 6);
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gold1 = resources.RetrieveQuad("gold.png", 0, 0, SCREEN_WIDTH, 6, "gold1");
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gold2 = resources.RetrieveQuad("gold.png", 0, 6, SCREEN_WIDTH, 6, "gold2");
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}
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else
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{
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gold1 = gold2 = NULL;
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GameApp::systemError += "Can't load gold texture : " __FILE__ "\n";
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}
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if (JTexture* goldGlowTex = GameApp::CommonRes->GetTexture("goldglow.png"))
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goldGlow = NEW JQuad(goldGlowTex, 0, 1, SCREEN_WIDTH, 18);
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if (resources.GetTexture("goldglow.png"))
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goldGlow = resources.RetrieveQuad("goldglow.png", 0, 1, SCREEN_WIDTH, 18);
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else
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{
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goldGlow = NULL;
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@@ -38,10 +38,10 @@ GuiFrame::GuiFrame()
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GuiFrame::~GuiFrame()
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{
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delete(gold2);
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delete(gold1);
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delete(wood);
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SAFE_DELETE(goldGlow);
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resources.Release(gold2);
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resources.Release(gold1);
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resources.Release(wood);
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resources.Release(goldGlow);
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}
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void GuiFrame::Render()
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