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:
@@ -21,7 +21,7 @@ void GuiAvatar::Render()
|
||||
GameObserver * game = GameObserver::GetInstance();
|
||||
JRenderer * r = JRenderer::GetInstance();
|
||||
int life = player->life;
|
||||
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
|
||||
JLBFont * mFont = resources.GetJLBFont(Constants::MAIN_FONT);
|
||||
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
|
||||
//Avatar
|
||||
int lifeDiff = life - currentLife;
|
||||
@@ -97,14 +97,14 @@ void GuiGameZone::toggleDisplay(){
|
||||
|
||||
void GuiGameZone::Render(){
|
||||
//Texture
|
||||
JQuad * quad = GameApp::CommonRes->GetQuad("back_thumb");
|
||||
JQuad * quad = resources.GetQuad("back_thumb");
|
||||
float scale = defaultHeight / quad->mHeight;
|
||||
quad->SetColor(ARGB((int)(actA/2),255,255,255));
|
||||
|
||||
JRenderer::GetInstance()->RenderQuad(quad, actX, actY, 0.0, scale, scale);
|
||||
|
||||
//Number of cards
|
||||
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
|
||||
JLBFont * mFont = resources.GetJLBFont(Constants::MAIN_FONT);
|
||||
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
|
||||
char buffer[11];
|
||||
sprintf(buffer,"%i", zone->nb_cards);
|
||||
|
||||
Reference in New Issue
Block a user