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.
46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
#include "../include/config.h"
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#include "../include/Translate.h"
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#include "../include/GameState.h"
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#include "../include/Player.h"
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#include "../include/SimpleMenu.h"
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#include "../include/DeckStats.h"
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int GameState::fillDeckMenu(SimpleMenu * _menu, string path, string smallDeckPrefix, Player * statsPlayer){
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int found = 1;
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int nbDecks = 0;
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while (found){
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found = 0;
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char buffer[512];
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char smallDeckName[512];
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char deckDesc[512];
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sprintf(buffer, "%s/deck%i.txt",path.c_str(),nbDecks+1);
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if(fileExists(buffer)){
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MTGDeck * mtgd = NEW MTGDeck(buffer,NULL,1);
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found = 1;
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nbDecks++;
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sprintf(smallDeckName, "%s_deck%i",smallDeckPrefix.c_str(),nbDecks);
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if (statsPlayer){
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DeckStats * stats = DeckStats::GetInstance();
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stats->load(statsPlayer);
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int percentVictories = stats->percentVictories(string(smallDeckName));
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string difficulty;
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if (percentVictories < 34){
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difficulty = "(hard)";
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}else if (percentVictories < 67){
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difficulty = "";
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}else{
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difficulty = "(easy)";
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}
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sprintf(deckDesc, "%s %s",mtgd->meta_name.c_str(), _(difficulty).c_str());
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}else{
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sprintf(deckDesc, "%s",mtgd->meta_name.c_str());
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}
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deckDesc[16] = 0;
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_menu->Add(nbDecks,deckDesc,mtgd->meta_desc);
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delete mtgd;
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}
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}
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return nbDecks;
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} |