f220d2e9b9
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.
103 lines
2.6 KiB
C++
103 lines
2.6 KiB
C++
//-------------------------------------------------------------------------------------
|
|
//
|
|
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
|
|
//
|
|
// Licensed under the BSD license, see LICENSE in JGE root for details.
|
|
//
|
|
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
|
|
//
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#ifndef _RESOURCE_MANAGER_H_
|
|
#define _RESOURCE_MANAGER_H_
|
|
|
|
#ifdef WIN32
|
|
#pragma warning(disable : 4786)
|
|
#endif
|
|
|
|
#include <stdio.h>
|
|
#include <vector>
|
|
#include <map>
|
|
#include <string>
|
|
|
|
using namespace std;
|
|
|
|
|
|
#define INVALID_ID -1
|
|
|
|
class JRenderer;
|
|
class JSample;
|
|
class JMusic;
|
|
class JTexture;
|
|
class JQuad;
|
|
class JLBFont;
|
|
|
|
class JResourceManager
|
|
{
|
|
public:
|
|
JResourceManager();
|
|
virtual ~JResourceManager();
|
|
|
|
//void SetResourceRoot(const string& resourceRoot);
|
|
bool LoadResource(const string& resourceName);
|
|
|
|
void RemoveAll();
|
|
|
|
virtual int CreateTexture(const string &textureName);
|
|
JTexture* GetTexture(const string &textureName);
|
|
JTexture* GetTexture(int id);
|
|
|
|
virtual int CreateQuad(const string &quadName, const string &textureName, float x, float y, float width, float height);
|
|
JQuad* GetQuad(const string &quadName);
|
|
JQuad* GetQuad(int id);
|
|
|
|
virtual int LoadJLBFont(const string &fontName, int height);
|
|
JLBFont* GetJLBFont(const string &fontName);
|
|
JLBFont* GetJLBFont(int id);
|
|
|
|
virtual int LoadMusic(const string &musicName);
|
|
JMusic* GetMusic(const string &musicName);
|
|
JMusic* GetMusic(int id);
|
|
|
|
virtual int LoadSample(const string &sampleName);
|
|
JSample* GetSample(const string &sampleName);
|
|
JSample* GetSample(int id);
|
|
|
|
// int RegisterParticleEffect(const string &effectName);
|
|
// JParticleEffect* GetParticleEffect(const string &effectName);
|
|
// JParticleEffect* GetParticleEffect(int id);
|
|
//
|
|
// int RegisterMotionEmitter(const string &emitterName);
|
|
// JMotionEmitter* GetMotionEmitter(const string &emitterName);
|
|
// JMotionEmitter* GetMotionEmitter(int id);
|
|
|
|
protected:
|
|
|
|
//JRenderer *mRenderer;
|
|
|
|
//string mResourceRoot;
|
|
|
|
vector<JTexture *> mTextureList;
|
|
map<string, int> mTextureMap;
|
|
|
|
vector<JQuad *> mQuadList;
|
|
map<string, int> mQuadMap;
|
|
|
|
// vector<JParticleEffect *> mParticleEffectList;
|
|
// map<string, int> mParticleEffectMap;
|
|
//
|
|
// vector<JMotionEmitter *> mMotionEmitterList;
|
|
// map<string, int> mMotionEmitterMap;
|
|
|
|
vector<JLBFont *> mFontList;
|
|
map<string, int> mFontMap;
|
|
|
|
vector<JMusic *> mMusicList;
|
|
map<string, int> mMusicMap;
|
|
|
|
vector<JSample *> mSampleList;
|
|
map<string, int> mSampleMap;
|
|
};
|
|
|
|
#endif
|