2011-03-17 01:47:30 -04:00
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#include "global.h"
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#include "BannerCache.h"
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#include "Foreach.h"
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#include "RageDisplay.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageSurface_Load.h"
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#include "SongCacheIndex.h"
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#include "Sprite.h"
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#include "PrefsManager.h"
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#include "RageDisplay.h"
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#include "RageTexture.h"
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#include "RageTextureManager.h"
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#include "RageSurface.h"
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#include "RageSurfaceUtils.h"
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#include "RageSurfaceUtils_Palettize.h"
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#include "RageSurfaceUtils_Dither.h"
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#include "RageSurfaceUtils_Zoom.h"
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#include "SpecialFiles.h"
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#include "Banner.h"
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static Preference<bool> g_bPalettedBannerCache( "PalettedBannerCache", false );
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/* Neither a global or a file scope static can be used for this because
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* the order of initialization of nonlocal objects is unspecified. */
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//const RString BANNER_CACHE_INDEX = SpecialFiles::CACHE_DIR + "banners.cache";
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#define BANNER_CACHE_INDEX (SpecialFiles::CACHE_DIR + "banners.cache")
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/* Call CacheBanner to cache a banner by path. If the banner is already
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* cached, it'll be recreated. This is efficient if the banner hasn't changed,
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* but we still only do this in TidyUpData for songs.
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*
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* Call LoadBanner to load a cached banner into main memory. This will call
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* CacheBanner only if needed. This will not do a date/size check; call CacheBanner
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* directly if you need that.
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*
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* Call LoadCachedBanner to load a banner into a texture and retrieve an ID
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* for it. You can check if the banner was actually preloaded by calling
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* TEXTUREMAN->IsTextureRegistered() on the ID; it might not be if the banner cache
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* is missing or disabled.
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*
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* Note that each cache entries has two hashes. The cache path is based soley
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* on the pathname; this way, loading the cache doesn't have to do a stat on every
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* banner. The full hash includes the file size and date, and is used only by
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* CacheBanner to avoid doing extra work.
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*/
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BannerCache *BANNERCACHE;
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static map<RString,RageSurface *> g_BannerPathToImage;
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static int g_iDemandRefcount = 0;
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RString BannerCache::GetBannerCachePath( RString sBannerPath )
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{
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return SongCacheIndex::GetCacheFilePath( "Banners", sBannerPath );
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}
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/* If in on-demand mode, load all cached banners. This must be fast, so
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* cache files will not be created if they don't exist; that should be done
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* by CacheBanner or LoadBanner on startup. */
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void BannerCache::Demand()
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{
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++g_iDemandRefcount;
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if( g_iDemandRefcount > 1 )
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return;
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if( PREFSMAN->m_BannerCache != BNCACHE_LOW_RES_LOAD_ON_DEMAND )
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return;
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FOREACH_CONST_Child( &BannerData, p )
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{
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RString sBannerPath = p->GetName();
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if( g_BannerPathToImage.find(sBannerPath) != g_BannerPathToImage.end() )
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continue; /* already loaded */
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const RString sCachePath = GetBannerCachePath(sBannerPath);
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RageSurface *pImage = RageSurfaceUtils::LoadSurface( sCachePath );
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if( pImage == NULL )
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{
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continue; /* doesn't exist */
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}
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g_BannerPathToImage[sBannerPath] = pImage;
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}
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}
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/* Release banners loaded on demand. */
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void BannerCache::Undemand()
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{
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--g_iDemandRefcount;
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if( g_iDemandRefcount != 0 )
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return;
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if( PREFSMAN->m_BannerCache != BNCACHE_LOW_RES_LOAD_ON_DEMAND )
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return;
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UnloadAllBanners();
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}
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/* If in a low-res banner mode, load a low-res banner into memory, creating
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* the cache file if necessary. Unlike CacheBanner(), the original file will
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* not be examined unless the cached banner doesn't exist, so the banner will
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* not be updated if the original file changes, for efficiency. */
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void BannerCache::LoadBanner( RString sBannerPath )
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{
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if( sBannerPath == "" )
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return; // nothing to do
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if( PREFSMAN->m_BannerCache != BNCACHE_LOW_RES_PRELOAD &&
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PREFSMAN->m_BannerCache != BNCACHE_LOW_RES_LOAD_ON_DEMAND )
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return;
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/* Load it. */
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const RString sCachePath = GetBannerCachePath(sBannerPath);
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for( int tries = 0; tries < 2; ++tries )
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{
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if( g_BannerPathToImage.find(sBannerPath) != g_BannerPathToImage.end() )
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return; /* already loaded */
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CHECKPOINT_M( ssprintf( "BannerCache::LoadBanner: %s", sCachePath.c_str() ) );
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RageSurface *pImage = RageSurfaceUtils::LoadSurface( sCachePath );
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if( pImage == NULL )
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{
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if( tries == 0 )
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{
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/* The file doesn't exist. It's possible that the banner cache file is
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* missing, so try to create it. Don't do this first, for efficiency. */
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LOG->Trace( "Cached banner load of '%s' ('%s') failed, trying to cache ...", sBannerPath.c_str(), sCachePath.c_str() );
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/* Skip the up-to-date check; it failed to load, so it can't be up
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* to date. */
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CacheBannerInternal( sBannerPath );
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continue;
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}
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else
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{
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LOG->Trace( "Cached banner load of '%s' ('%s') failed", sBannerPath.c_str(), sCachePath.c_str() );
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return;
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}
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}
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g_BannerPathToImage[sBannerPath] = pImage;
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}
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}
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void BannerCache::OutputStats() const
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{
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int iTotalSize = 0;
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FOREACHM_CONST( RString, RageSurface *, g_BannerPathToImage, it )
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{
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const RageSurface *pImage = it->second;
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const int iSize = pImage->pitch * pImage->h;
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iTotalSize += iSize;
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}
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LOG->Info( "%i bytes of banners loaded", iTotalSize );
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}
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void BannerCache::UnloadAllBanners()
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{
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FOREACHM( RString, RageSurface *, g_BannerPathToImage, it )
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delete it->second;
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g_BannerPathToImage.clear();
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}
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BannerCache::BannerCache()
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{
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ReadFromDisk();
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}
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BannerCache::~BannerCache()
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{
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UnloadAllBanners();
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}
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void BannerCache::ReadFromDisk()
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{
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BannerData.ReadFile( BANNER_CACHE_INDEX ); // don't care if this fails
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}
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struct BannerTexture: public RageTexture
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{
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unsigned m_uTexHandle;
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unsigned GetTexHandle() const { return m_uTexHandle; }; // accessed by RageDisplay
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/* This is a reference to a pointer in g_BannerPathToImage. */
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RageSurface *&m_pImage;
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int m_iWidth, m_iHeight;
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BannerTexture( RageTextureID id, RageSurface *&pImage, int iWidth, int iHeight ):
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RageTexture(id), m_pImage(pImage), m_iWidth(iWidth), m_iHeight(iHeight)
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{
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Create();
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}
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~BannerTexture()
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{
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Destroy();
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}
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void Create()
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{
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ASSERT( m_pImage );
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/* The image is preprocessed; do as little work as possible. */
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/* The source width is the width of the original file. */
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m_iSourceWidth = m_iWidth;
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m_iSourceHeight = m_iHeight;
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/* The image width (within the texture) is always the entire texture.
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* Only resize if the max texture size requires it; since these images
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* are already scaled down, this shouldn't happen often. */
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if( m_pImage->w > DISPLAY->GetMaxTextureSize() ||
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m_pImage->h > DISPLAY->GetMaxTextureSize() )
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{
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LOG->Warn( "Converted %s at runtime", GetID().filename.c_str() );
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int iWidth = min( m_pImage->w, DISPLAY->GetMaxTextureSize() );
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int iHeight = min( m_pImage->h, DISPLAY->GetMaxTextureSize() );
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RageSurfaceUtils::Zoom( m_pImage, iWidth, iHeight );
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}
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/* We did this when we cached it. */
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ASSERT( m_pImage->w == power_of_two(m_pImage->w) );
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ASSERT( m_pImage->h == power_of_two(m_pImage->h) );
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m_iTextureWidth = m_iImageWidth = m_pImage->w;
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m_iTextureHeight = m_iImageHeight = m_pImage->h;
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2011-03-19 19:28:57 -05:00
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/* Find a supported texture format. If it happens to match the stored
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* file, we won't have to do any conversion here, and that'll happen
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* often with paletted images. */
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2011-03-17 01:47:30 -04:00
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PixelFormat pf = m_pImage->format->BitsPerPixel == 8? PixelFormat_PAL: PixelFormat_RGB5A1;
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if( !DISPLAY->SupportsTextureFormat(pf) )
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pf = PixelFormat_RGBA4;
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2011-03-19 19:28:57 -05:00
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2011-03-17 01:47:30 -04:00
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ASSERT( DISPLAY->SupportsTextureFormat(pf) );
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ASSERT(m_pImage);
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m_uTexHandle = DISPLAY->CreateTexture( pf, m_pImage, false );
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CreateFrameRects();
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}
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void Destroy()
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{
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if( m_uTexHandle )
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DISPLAY->DeleteTexture( m_uTexHandle );
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m_uTexHandle = 0;
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}
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void Reload()
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{
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Destroy();
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Create();
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}
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void Invalidate()
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{
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m_uTexHandle = 0; /* don't Destroy() */
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}
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};
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/* If a banner is cached, get its ID for use. */
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RageTextureID BannerCache::LoadCachedBanner( RString sBannerPath )
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{
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RageTextureID ID( GetBannerCachePath(sBannerPath) );
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if( sBannerPath == "" )
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return ID;
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LOG->Trace( "BannerCache::LoadCachedBanner(%s): %s", sBannerPath.c_str(), ID.filename.c_str() );
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/* Hack: make sure Banner::Load doesn't change our return value and end up
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* reloading. */
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ID = Sprite::SongBannerTexture(ID);
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/* It's not in a texture. Do we have it loaded? */
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if( g_BannerPathToImage.find(sBannerPath) == g_BannerPathToImage.end() )
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{
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/* Oops, the image is missing. Warn and continue. */
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LOG->Warn( "Banner cache for '%s' wasn't loaded", sBannerPath.c_str() );
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return ID;
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}
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/* This is a reference to a pointer. BannerTexture's ctor may change it
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* when converting; this way, the conversion will end up in the map so we
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* only have to convert once. */
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RageSurface *&pImage = g_BannerPathToImage[sBannerPath];
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ASSERT( pImage );
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int iSourceWidth = 0, iSourceHeight = 0;
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BannerData.GetValue( sBannerPath, "Width", iSourceWidth );
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BannerData.GetValue( sBannerPath, "Height", iSourceHeight );
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if( iSourceWidth == 0 || iSourceHeight == 0 )
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{
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LOG->UserLog( "Cache file", sBannerPath, "couldn't be loaded." );
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return ID;
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}
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/* Is the banner already in a texture? */
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if( TEXTUREMAN->IsTextureRegistered(ID) )
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return ID; /* It's all set. */
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LOG->Trace( "Loading banner texture %s; src %ix%i; image %ix%i",
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ID.filename.c_str(), iSourceWidth, iSourceHeight, pImage->w, pImage->h );
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RageTexture *pTexture = new BannerTexture( ID, pImage, iSourceWidth, iSourceHeight );
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ID.Policy = RageTextureID::TEX_VOLATILE;
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TEXTUREMAN->RegisterTexture( ID, pTexture );
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TEXTUREMAN->UnloadTexture( pTexture );
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return ID;
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}
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static inline int closest( int num, int n1, int n2 )
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{
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if( abs(num - n1) > abs(num - n2) )
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return n2;
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return n1;
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}
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/* Create or update the banner cache file as necessary. If in preload mode,
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* load the cache file, too. (This is done at startup.) */
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void BannerCache::CacheBanner( RString sBannerPath )
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{
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if( PREFSMAN->m_BannerCache != BNCACHE_LOW_RES_PRELOAD &&
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PREFSMAN->m_BannerCache != BNCACHE_LOW_RES_LOAD_ON_DEMAND )
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return;
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CHECKPOINT_M( sBannerPath );
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if( !DoesFileExist(sBannerPath) )
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return;
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const RString sCachePath = GetBannerCachePath(sBannerPath);
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/* Check the full file hash. If it's the loaded and identical, don't recache. */
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if( DoesFileExist(sCachePath) )
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{
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bool bCacheUpToDate = PREFSMAN->m_bFastLoad;
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if( !bCacheUpToDate )
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{
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unsigned CurFullHash;
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const unsigned FullHash = GetHashForFile( sBannerPath );
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if( BannerData.GetValue( sBannerPath, "FullHash", CurFullHash ) && CurFullHash == FullHash )
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bCacheUpToDate = true;
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}
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if( bCacheUpToDate )
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{
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/* It's identical. Just load it, if in preload. */
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if( PREFSMAN->m_BannerCache == BNCACHE_LOW_RES_PRELOAD )
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LoadBanner( sBannerPath );
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return;
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}
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}
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/* The cache file doesn't exist, or is out of date. Cache it. This
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* will also load the cache into memory if in PRELOAD. */
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CacheBannerInternal( sBannerPath );
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}
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void BannerCache::CacheBannerInternal( RString sBannerPath )
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{
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RString sError;
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RageSurface *pImage = RageSurfaceUtils::LoadFile( sBannerPath, sError );
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if( pImage == NULL )
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{
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LOG->UserLog( "Cache file", sBannerPath, "couldn't be loaded: %s", sError.c_str() );
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return;
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}
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const int iSourceWidth = pImage->w, iSourceHeight = pImage->h;
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int iWidth = pImage->w / 2, iHeight = pImage->h / 2;
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// int iWidth = pImage->w, iHeight = pImage->h;
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/* Round to the nearest power of two. This simplifies the actual texture load. */
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iWidth = closest( iWidth, power_of_two(iWidth), power_of_two(iWidth) / 2 );
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iHeight = closest( iHeight, power_of_two(iHeight), power_of_two(iHeight) / 2 );
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/* Don't resize the image to less than 32 pixels in either dimension or the next
|
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* power of two of the source (whichever is smaller); it's already very low res. */
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iWidth = max( iWidth, min(32, power_of_two(iSourceWidth)) );
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iHeight = max( iHeight, min(32, power_of_two(iSourceHeight)) );
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//RageSurfaceUtils::ApplyHotPinkColorKey( pImage );
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RageSurfaceUtils::Zoom( pImage, iWidth, iHeight );
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|
/*
|
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|
|
|
* When paletted banner cache is enabled, cached banners are paletted. Cached
|
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|
|
|
* 32-bit banners take 1/16 as much memory, 16-bit banners take 1/8, and paletted
|
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|
|
|
* banners take 1/4.
|
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|
*
|
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|
|
|
* When paletted banner cache is disabled, cached banners are stored in 16-bit
|
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|
|
|
* RGBA. Cached 32-bit banners take 1/8 as much memory, cached 16-bit banners
|
|
|
|
|
* take 1/4, and cached paletted banners take 1/2.
|
|
|
|
|
*
|
|
|
|
|
* Paletted cache is disabled by default because palettization takes time, causing
|
|
|
|
|
* the initial cache run to take longer. Also, newer ATI hardware doesn't supported
|
|
|
|
|
* paletted textures, which would slow down runtime, because we have to depalettize
|
|
|
|
|
* on use. They'd still have the same memory benefits, though, since we only load
|
|
|
|
|
* one cached banner into a texture at once, and the speed hit may not matter on
|
|
|
|
|
* newer ATI cards. RGBA is safer, though.
|
|
|
|
|
*/
|
|
|
|
|
if( g_bPalettedBannerCache )
|
|
|
|
|
{
|
|
|
|
|
if( pImage->fmt.BytesPerPixel != 1 )
|
|
|
|
|
RageSurfaceUtils::Palettize( pImage );
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
/* Dither to the final format. We use A1RGB5, since that's usually supported
|
|
|
|
|
* natively by both OpenGL and D3D. */
|
|
|
|
|
RageSurface *dst = CreateSurface( pImage->w, pImage->h, 16,
|
|
|
|
|
0x7C00, 0x03E0, 0x001F, 0x8000 );
|
|
|
|
|
|
|
|
|
|
/* OrderedDither is still faster than ErrorDiffusionDither, and
|
|
|
|
|
* these images are very small and only displayed briefly. */
|
|
|
|
|
RageSurfaceUtils::OrderedDither( pImage, dst );
|
|
|
|
|
delete pImage;
|
|
|
|
|
pImage = dst;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const RString sCachePath = GetBannerCachePath(sBannerPath);
|
|
|
|
|
RageSurfaceUtils::SaveSurface( pImage, sCachePath );
|
|
|
|
|
|
|
|
|
|
/* If an old image is loaded, free it. */
|
|
|
|
|
if( g_BannerPathToImage.find(sBannerPath) != g_BannerPathToImage.end() )
|
|
|
|
|
{
|
|
|
|
|
RageSurface *oldimg = g_BannerPathToImage[sBannerPath];
|
|
|
|
|
delete oldimg;
|
|
|
|
|
g_BannerPathToImage.erase(sBannerPath);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( PREFSMAN->m_BannerCache == BNCACHE_LOW_RES_PRELOAD )
|
|
|
|
|
{
|
|
|
|
|
/* Keep it; we're just going to load it anyway. */
|
|
|
|
|
g_BannerPathToImage[sBannerPath] = pImage;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
delete pImage;
|
|
|
|
|
|
|
|
|
|
/* Remember the original size. */
|
|
|
|
|
BannerData.SetValue( sBannerPath, "Path", sCachePath );
|
|
|
|
|
BannerData.SetValue( sBannerPath, "Width", iSourceWidth );
|
|
|
|
|
BannerData.SetValue( sBannerPath, "Height", iSourceHeight );
|
|
|
|
|
BannerData.SetValue( sBannerPath, "FullHash", GetHashForFile( sBannerPath ) );
|
|
|
|
|
BannerData.WriteFile( BANNER_CACHE_INDEX );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* (c) 2003 Glenn Maynard
|
|
|
|
|
* All rights reserved.
|
|
|
|
|
*
|
|
|
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
|
|
|
* copy of this software and associated documentation files (the
|
|
|
|
|
* "Software"), to deal in the Software without restriction, including
|
|
|
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
|
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
|
|
|
* whom the Software is furnished to do so, provided that the above
|
|
|
|
|
* copyright notice(s) and this permission notice appear in all copies of
|
|
|
|
|
* the Software and that both the above copyright notice(s) and this
|
|
|
|
|
* permission notice appear in supporting documentation.
|
|
|
|
|
*
|
|
|
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
|
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
|
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
|
|
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
|
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
|
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
|
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
|
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
|
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
|
|
|
*/
|