Jeck - Please review: this makes minor changes to a lot of files, and major changes to the WCache flatten() function.
* Removed all calls to Release(JQuad*). * Updated flatten(). Prior flatten was buggy beyond belief. * Done some extensive testing, but if this causes more trouble than it fixes, we'll have to revert. It's too close to release time.
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@@ -6,44 +6,31 @@ GuiFrame::GuiFrame()
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{
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if (resources.GetTexture("wood.png"))
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wood = resources.RetrieveQuad("wood.png", 0, 0, SCREEN_WIDTH, 28);
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else
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{
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else{
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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 (resources.GetTexture("gold.png"))
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{
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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 (resources.GetTexture("goldglow.png"))
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goldGlow = resources.RetrieveQuad("goldglow.png", 1, 1, SCREEN_WIDTH - 2, 18);
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else
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{
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goldGlow = NULL;
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GameApp::systemError += "Can't load gold glow texture : " __FILE__ "\n";
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goldGlow = gold1 = gold2 = NULL;
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if (resources.GetTexture("gold.png")){
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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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if (resources.GetTexture("goldglow.png"))
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goldGlow = resources.RetrieveQuad("goldglow.png", 1, 1, SCREEN_WIDTH - 2, 18);
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if (gold2){
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gold2->SetColor(ARGB(127, 255, 255, 255));
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gold2->SetHFlip(true);
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}
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}
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step = 0.0;
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if (gold2){
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gold2->SetColor(ARGB(127, 255, 255, 255));
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gold2->SetHFlip(true);
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}
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}
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GuiFrame::~GuiFrame()
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{
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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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@@ -51,15 +38,21 @@ void GuiFrame::Render()
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JRenderer* renderer = JRenderer::GetInstance();
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float sized = step / 4; if (sized > SCREEN_WIDTH) sized -= SCREEN_WIDTH;
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renderer->RenderQuad(wood, 0, 0);
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renderer->RenderQuad(gold1, -sized, 16);
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renderer->RenderQuad(gold1, -sized + 479, 16);
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if(gold1){
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renderer->RenderQuad(gold1, -sized, 16);
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renderer->RenderQuad(gold1, -sized + 479, 16);
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if(goldGlow){
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goldGlow->SetColor(ARGB((100+(rand()%50)), 255, 255, 255));
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renderer->RenderQuad(goldGlow, -sized, 9);
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renderer->RenderQuad(goldGlow, -sized + 480, 9);
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}
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goldGlow->SetColor(ARGB((100+(rand()%50)), 255, 255, 255));
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renderer->RenderQuad(goldGlow, -sized, 9);
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renderer->RenderQuad(goldGlow, -sized + 480, 9);
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renderer->RenderQuad(gold2, step / 2, 16);
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renderer->RenderQuad(gold2, step / 2 - 479, 16);
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if(gold2){
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renderer->RenderQuad(gold2, step / 2, 16);
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renderer->RenderQuad(gold2, step / 2 - 479, 16);
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}
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}
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}
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void GuiFrame::Update(float dt)
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