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:
@@ -2,7 +2,7 @@
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#include "../include/ShopItem.h"
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#include "../include/GameStateShop.h"
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#include "../include/CardGui.h"
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#include "../include/TexturesCache.h"
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#include "../include/WResourceManager.h"
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#include "../include/Translate.h"
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#include <hge/hgedistort.h>
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@@ -69,7 +69,7 @@ ShopItem::ShopItem(int id, JLBFont *font, int _cardid, float _xy[], bool hasFocu
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if (card->getRarity() == Constants::RARITY_L) quantity = 50;
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quad = NULL;
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thumb = cache.getThumb(card);
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thumb = resources.RetrieveCard(card,CACHE_THUMB);
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if (!thumb) thumb = CardGui::alternateThumbQuad(card);
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@@ -157,7 +157,7 @@ void ShopItem::Render(){
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//NOTHING
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}
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if (mHasFocus){
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if (card) quad = cache.getQuad(card);
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if (card) quad = resources.RetrieveCard(card);
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if (quad){
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quad->SetColor(ARGB(255,255,255,255));
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renderer->RenderQuad(quad,SCREEN_WIDTH - 105,SCREEN_HEIGHT/2 - 5,0, 0.9f,0.9f);
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@@ -169,9 +169,6 @@ void ShopItem::Render(){
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}
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}
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void ShopItem::Update(float dt)
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{
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if (mScale < mTargetScale){
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@@ -231,7 +228,7 @@ ShopItems::ShopItems(int id, JGuiListener* listener, JLBFont* font, int x, int y
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for (int i=0; i < SHOP_BOOSTERS; i++){
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setIds[i] = _setIds[i];
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};
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myCollection = NEW DeckDataWrapper(NEW MTGDeck(options.profileFile(PLAYER_COLLECTION).c_str(), NULL,_collection));
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myCollection = NEW DeckDataWrapper(NEW MTGDeck(options.profileFile(PLAYER_COLLECTION).c_str(), _collection));
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}
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@@ -262,7 +259,7 @@ void ShopItems::Update(float dt){
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char buffer[4096];
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sprintf(buffer,"%s : %i credits",item->getText(),price);
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if(!dialog){
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dialog = NEW SimpleMenu(1,this,GameApp::CommonRes->GetJLBFont(Constants::MENU_FONT),SCREEN_WIDTH-300,SCREEN_HEIGHT/2,buffer);
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dialog = NEW SimpleMenu(1,this,resources.GetJLBFont(Constants::MENU_FONT),SCREEN_WIDTH-300,SCREEN_HEIGHT/2,buffer);
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dialog->Add(1,"Yes");
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dialog->Add(2,"No");
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}
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@@ -336,7 +333,7 @@ void ShopItems::ButtonPressed(int controllerId, int controlId){
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safeDeleteDisplay();
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display = NEW CardDisplay(12,NULL, SCREEN_WIDTH - 200, SCREEN_HEIGHT/2,this,NULL,5);
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MTGDeck * tempDeck = NEW MTGDeck(NULL,playerdata->collection->database);
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MTGDeck * tempDeck = NEW MTGDeck(playerdata->collection->database);
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int rare_or_mythic = Constants::RARITY_R;
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int rnd = rand() % 8;
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if (rnd == 0) rare_or_mythic = Constants::RARITY_M;
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