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.
This commit is contained in:
wagic.jeck
2009-10-27 02:46:39 +00:00
parent 538248d979
commit fb7f48f26b
17 changed files with 114 additions and 121 deletions

View File

@@ -6,44 +6,31 @@ GuiFrame::GuiFrame()
{
if (resources.GetTexture("wood.png"))
wood = resources.RetrieveQuad("wood.png", 0, 0, SCREEN_WIDTH, 28);
else
{
else{
wood = NULL;
GameApp::systemError += "Can't load wood texture : " __FILE__ "\n";
}
if (resources.GetTexture("gold.png"))
{
gold1 = resources.RetrieveQuad("gold.png", 0, 0, SCREEN_WIDTH, 6, "gold1");
gold2 = resources.RetrieveQuad("gold.png", 0, 6, SCREEN_WIDTH, 6, "gold2");
}
else
{
gold1 = gold2 = NULL;
GameApp::systemError += "Can't load gold texture : " __FILE__ "\n";
}
if (resources.GetTexture("goldglow.png"))
goldGlow = resources.RetrieveQuad("goldglow.png", 1, 1, SCREEN_WIDTH - 2, 18);
else
{
goldGlow = NULL;
GameApp::systemError += "Can't load gold glow texture : " __FILE__ "\n";
goldGlow = gold1 = gold2 = NULL;
if (resources.GetTexture("gold.png")){
gold1 = resources.RetrieveQuad("gold.png", 0, 0, SCREEN_WIDTH, 6, "gold1");
gold2 = resources.RetrieveQuad("gold.png", 0, 6, SCREEN_WIDTH, 6, "gold2");
if (resources.GetTexture("goldglow.png"))
goldGlow = resources.RetrieveQuad("goldglow.png", 1, 1, SCREEN_WIDTH - 2, 18);
if (gold2){
gold2->SetColor(ARGB(127, 255, 255, 255));
gold2->SetHFlip(true);
}
}
step = 0.0;
if (gold2){
gold2->SetColor(ARGB(127, 255, 255, 255));
gold2->SetHFlip(true);
}
}
GuiFrame::~GuiFrame()
{
resources.Release(gold2);
resources.Release(gold1);
resources.Release(wood);
resources.Release(goldGlow);
}
void GuiFrame::Render()
@@ -51,15 +38,21 @@ void GuiFrame::Render()
JRenderer* renderer = JRenderer::GetInstance();
float sized = step / 4; if (sized > SCREEN_WIDTH) sized -= SCREEN_WIDTH;
renderer->RenderQuad(wood, 0, 0);
renderer->RenderQuad(gold1, -sized, 16);
renderer->RenderQuad(gold1, -sized + 479, 16);
if(gold1){
renderer->RenderQuad(gold1, -sized, 16);
renderer->RenderQuad(gold1, -sized + 479, 16);
if(goldGlow){
goldGlow->SetColor(ARGB((100+(rand()%50)), 255, 255, 255));
renderer->RenderQuad(goldGlow, -sized, 9);
renderer->RenderQuad(goldGlow, -sized + 480, 9);
}
goldGlow->SetColor(ARGB((100+(rand()%50)), 255, 255, 255));
renderer->RenderQuad(goldGlow, -sized, 9);
renderer->RenderQuad(goldGlow, -sized + 480, 9);
renderer->RenderQuad(gold2, step / 2, 16);
renderer->RenderQuad(gold2, step / 2 - 479, 16);
if(gold2){
renderer->RenderQuad(gold2, step / 2, 16);
renderer->RenderQuad(gold2, step / 2 - 479, 16);
}
}
}
void GuiFrame::Update(float dt)