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.
43 lines
894 B
C++
43 lines
894 B
C++
#include "../include/config.h"
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#include "../include/GameOptions.h"
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#include "../include/PlayerData.h"
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#include <string.h>
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#include <stdio.h>
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PlayerData::PlayerData(MTGAllCards * allcards){
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//CREDITS
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credits = 3000; //Default value
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std::ifstream file(options.profileFile(PLAYER_SAVEFILE,"",false).c_str());
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std::string s;
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if(file){
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if(std::getline(file,s)){
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credits = atoi(s.c_str());
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}else{
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//TODO error management
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}
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file.close();
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}
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//COLLECTION
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collection = NEW MTGDeck(options.profileFile(PLAYER_COLLECTION,"",false).c_str(), allcards);
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}
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int PlayerData::save(){
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std::ofstream file(options.profileFile(PLAYER_SAVEFILE,"",false).c_str());
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char writer[64];
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if (file){
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sprintf(writer,"%i\n", credits);
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file<<writer;
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file.close();
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}
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collection->save();
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return 1;
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}
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PlayerData::~PlayerData(){
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SAFE_DELETE(collection);
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}
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