Files
wagic/projects/mtg/src/GuiFrame.cpp
T
wagic.jeck f220d2e9b9 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.
2009-09-03 09:28:16 +00:00

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#include "../include/config.h"
#include "../include/GameApp.h"
#include "../include/GuiFrame.h"
GuiFrame::GuiFrame()
{
if (resources.GetTexture("wood.png"))
wood = resources.RetrieveQuad("wood.png", 0, 0, SCREEN_WIDTH, 16);
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", 0, 1, SCREEN_WIDTH, 18);
else
{
goldGlow = NULL;
GameApp::systemError += "Can't load gold glow texture : " __FILE__ "\n";
}
step = 0.0;
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()
{
JRenderer* renderer = JRenderer::GetInstance();
float sized = step; if (sized > SCREEN_WIDTH) sized -= SCREEN_WIDTH;
renderer->RenderQuad(wood, 0, 0);
renderer->RenderQuad(gold1, -sized, 16);
renderer->RenderQuad(gold1, -sized + 479, 16);
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);
}
void GuiFrame::Update(float dt)
{
step += dt * 5;
if (step > 2*SCREEN_WIDTH) step -= 2*SCREEN_WIDTH;
}