Files
itgmania212121/stepmania/src/RageTextureManager.cpp
T

119 lines
3.7 KiB
C++
Raw Normal View History

2001-11-03 10:52:42 +00:00
#include "stdafx.h"
//-----------------------------------------------------------------------------
// File: RageTextureManager.cpp
//
// Desc: Loads and releases textures
//
// Copyright (c) 2001 Chris Danford. All rights reserved.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "RageTextureManager.h"
#include "RageBitmapTexture.h"
#include "RageMovieTexture.h"
#include "RageUtil.h"
#include <assert.h>
LPRageTextureManager TM = NULL;
//-----------------------------------------------------------------------------
// constructor/destructor
//-----------------------------------------------------------------------------
RageTextureManager::RageTextureManager( LPRageScreen pScreen )
{
assert( pScreen != NULL );
m_pScreen = pScreen;
}
RageTextureManager::~RageTextureManager()
{
// delete all textures
POSITION pos = m_mapPathToTexture.GetStartPosition();
CString key;
LPRageTexture value;
while( pos != NULL ) // iterate over all k/v pairs in map
{
m_mapPathToTexture.GetNextAssoc( pos, key, value );
SAFE_DELETE( value );
}
m_mapPathToTexture.RemoveAll();
}
//-----------------------------------------------------------------------------
// Load/Unload textures from disk
//-----------------------------------------------------------------------------
LPRageTexture RageTextureManager::LoadTexture( CString sTexturePath )
{
// RageLog( "RageTextureManager::LoadTexture(%s).", sTexturePath );
// holder for the new texture
LPRageTexture pTexture;
// Convert the path to lowercase so that we don't load duplicates.
// Really, this does not solve the duplicate problem. We could have to copies
// of the same bitmap if there are equivalent but different paths
// (e.g. "Bitmaps\me.bmp" and "..\Rage PC Edition\Bitmaps\me.bmp" ).
sTexturePath.MakeLower();
if( m_mapPathToTexture.Lookup( sTexturePath, pTexture ) ) // if the texture already exists in the map
{
// RageLog( ssprintf("Found that '%s' is already loaded. Using the loaded copy.", sTexturePath) );
pTexture->m_iRefCount++;
}
else
{
RageLog( ssprintf("Didn't find '%s' already loaded. Creating a new texture.", sTexturePath) );
CString sDrive, sDir, sFName, sExt;
splitpath( FALSE, sTexturePath, sDrive, sDir, sFName, sExt );
if( sExt == "avi" || sExt == "mpg" || sExt == "mpeg" )
pTexture = (LPRageTexture) new RageMovieTexture( m_pScreen, sTexturePath );
else
pTexture = (LPRageTexture) new RageBitmapTexture( m_pScreen, sTexturePath );
m_mapPathToTexture.SetAt( sTexturePath, pTexture );
}
return pTexture;
}
VOID RageTextureManager::UnloadTexture( CString sTexturePath )
{
// RageLog( "RageTextureManager::UnloadTexture(%s).", sTexturePath );
if( sTexturePath == "" )
{
RageLog( "RageTextureManager::UnloadTexture() tried to Unload a blank" );
return;
}
sTexturePath.MakeLower();
LPRageTexture pTexture;
if( m_mapPathToTexture.Lookup( sTexturePath, pTexture ) ) // if the texture exists in the map
{
pTexture->m_iRefCount--;
if( pTexture->m_iRefCount == 0 ) // there are no more references to this texture
{
RageLog( ssprintf("The texture '%s' has no more references. It will be deleted.", sTexturePath) );
SAFE_DELETE( pTexture ); // free the texture
m_mapPathToTexture.RemoveKey( sTexturePath ); // and remove the key in the map
}
// else
// RageLog( ssprintf("The texture '%s' has %d more references. It will not be deleted.",
// sTexturePath, pTexture->m_iRefCount) );
}
else
RageError( ssprintf("Tried to Unload a texture that wasn't loaded. '%s'", sTexturePath) );
}