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.
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@@ -70,7 +70,7 @@ void GuiPlay::BattleField::EnstackAttacker(CardView* card)
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GameObserver* game = GameObserver::GetInstance();
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card->x = currentAttacker * (HORZWIDTH-20) / (attackers + 1); card->y = baseY + (game->players[0] == card->card->controller() ? 20 + y : -20 - y);
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++currentAttacker;
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// JRenderer::GetInstance()->RenderQuad(GameApp::CommonRes->GetQuad("BattleIcon"), card->actX, card->actY, 0, 0.5 + 0.1 * sinf(JGE::GetInstance()->GetTime()), 0.5 + 0.1 * sinf(JGE::GetInstance()->GetTime()));
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// JRenderer::GetInstance()->RenderQuad(resources.GetQuad("BattleIcon"), card->actX, card->actY, 0, 0.5 + 0.1 * sinf(JGE::GetInstance()->GetTime()), 0.5 + 0.1 * sinf(JGE::GetInstance()->GetTime()));
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}
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void GuiPlay::BattleField::EnstackBlocker(CardView* card)
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{
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