484 lines
16 KiB
C++
484 lines
16 KiB
C++
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#include "global.h"
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#include "BackgroundCache.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 "Background.h"
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static Preference<bool> g_bPalettedBackgroundCache( "PalettedBackgroundCache", 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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#define BACKGROUND_CACHE_INDEX (SpecialFiles::CACHE_DIR + "backgrounds.cache")
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/* Call CacheBackground to cache a background by path. If the background is already
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* cached, it'll be recreated. This is efficient if the background 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 LoadBackground to load a cached background into main memory. This will call
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* CacheBackground only if needed. This will not do a date/size check; call CacheBackground
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* directly if you need that.
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*
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* Call LoadCachedBackground to load a background into a texture and retrieve an ID
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* for it. You can check if the background was actually preloaded by calling
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* TEXTUREMAN->IsTextureRegistered() on the ID; it might not be if the background 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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* background. The full hash includes the file size and date, and is used only by
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* CacheBackground to avoid doing extra work.
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*/
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BackgroundCache *BACKGROUNDCACHE;
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static map<RString,RageSurface *> g_BackgroundPathToImage;
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static int g_iDemandRefcount = 0;
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RString BackgroundCache::GetBackgroundCachePath( RString sBackgroundPath )
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{
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return SongCacheIndex::GetCacheFilePath( "Backgrounds", sBackgroundPath );
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}
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/* If in on-demand mode, load all cached backgrounds. 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 CacheBackground or LoadBackground on startup. */
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void BackgroundCache::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_BackgroundCache != BNCACHE_LOW_RES_LOAD_ON_DEMAND )
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return;
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FOREACH_CONST_Child( &BackgroundData, p )
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{
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RString sBackgroundPath = p->GetName();
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if( g_BackgroundPathToImage.find(sBackgroundPath) != g_BackgroundPathToImage.end() )
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continue; /* already loaded */
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const RString sCachePath = GetBackgroundCachePath(sBackgroundPath);
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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_BackgroundPathToImage[sBackgroundPath] = pImage;
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}
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}
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/* Release backgrounds loaded on demand. */
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void BackgroundCache::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_BackgroundCache != BNCACHE_LOW_RES_LOAD_ON_DEMAND )
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return;
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UnloadAllBackgrounds();
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}
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/* If in a low-res background mode, load a low-res background into memory, creating
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* the cache file if necessary. Unlike CacheBackground(), the original file will
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* not be examined unless the cached background doesn't exist, so the background will
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* not be updated if the original file changes, for efficiency. */
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void BackgroundCache::LoadBackground( RString sBackgroundPath )
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{
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if( sBackgroundPath == "" )
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return; // nothing to do
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if( PREFSMAN->m_BackgroundCache != BNCACHE_LOW_RES_PRELOAD &&
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PREFSMAN->m_BackgroundCache != BNCACHE_LOW_RES_LOAD_ON_DEMAND )
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return;
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/* Load it. */
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const RString sCachePath = GetBackgroundCachePath(sBackgroundPath);
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for( int tries = 0; tries < 2; ++tries )
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{
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if( g_BackgroundPathToImage.find(sBackgroundPath) != g_BackgroundPathToImage.end() )
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return; /* already loaded */
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CHECKPOINT_M( ssprintf( "BackgroundCache::LoadBackground: %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 background 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 background load of '%s' ('%s') failed, trying to cache ...", sBackgroundPath.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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CacheBackgroundInternal( sBackgroundPath );
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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 background load of '%s' ('%s') failed", sBackgroundPath.c_str(), sCachePath.c_str() );
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return;
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}
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}
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g_BackgroundPathToImage[sBackgroundPath] = pImage;
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}
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}
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void BackgroundCache::OutputStats() const
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{
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int iTotalSize = 0;
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FOREACHM_CONST( RString, RageSurface *, g_BackgroundPathToImage, 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 backgrounds loaded", iTotalSize );
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}
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void BackgroundCache::UnloadAllBackgrounds()
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{
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FOREACHM( RString, RageSurface *, g_BackgroundPathToImage, it )
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delete it->second;
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g_BackgroundPathToImage.clear();
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}
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BackgroundCache::BackgroundCache()
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{
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ReadFromDisk();
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}
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BackgroundCache::~BackgroundCache()
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{
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UnloadAllBackgrounds();
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}
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void BackgroundCache::ReadFromDisk()
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{
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BackgroundData.ReadFile( BACKGROUND_CACHE_INDEX ); // don't care if this fails
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}
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// Archer calls this "BackgroundSSMTexture". -aj
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struct BackgroundTexture: 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_BackgroundPathToImage. */
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RageSurface *&m_pImage;
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int m_iWidth, m_iHeight;
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BackgroundTexture( 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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~BackgroundTexture()
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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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/* 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 often
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* with paletted images. */
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#if !defined(XBOX)
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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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#else
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// xbox display currently supports only rgba8
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PixelFormat pf = PixelFormat_RGBA8;
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#endif
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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 background is cached, get its ID for use. */
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RageTextureID BackgroundCache::LoadCachedBackground( RString sBackgroundPath )
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{
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RageTextureID ID( GetBackgroundCachePath(sBackgroundPath) );
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if( sBackgroundPath == "" )
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return ID;
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LOG->Trace( "BackgroundCache::LoadCachedBackground(%s): %s", sBackgroundPath.c_str(), ID.filename.c_str() );
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/* Hack: make sure Background::Load doesn't change our return value and end up
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* reloading. */
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ID = Sprite::SongBGTexture(ID);
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/* It's not in a texture. Do we have it loaded? */
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if( g_BackgroundPathToImage.find(sBackgroundPath) == g_BackgroundPathToImage.end() )
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{
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/* Oops, the image is missing. Warn and continue. */
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LOG->Warn( "Background cache for '%s' wasn't loaded", sBackgroundPath.c_str() );
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return ID;
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}
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/* This is a reference to a pointer. BackgroundTexture'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_BackgroundPathToImage[sBackgroundPath];
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ASSERT( pImage );
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int iSourceWidth = 0, iSourceHeight = 0;
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BackgroundData.GetValue( sBackgroundPath, "Width", iSourceWidth );
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BackgroundData.GetValue( sBackgroundPath, "Height", iSourceHeight );
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if( iSourceWidth == 0 || iSourceHeight == 0 )
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{
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LOG->UserLog( "Cache file", sBackgroundPath, "couldn't be loaded." );
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return ID;
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}
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/* Is the background 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 background 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 BackgroundTexture( 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 background 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 BackgroundCache::CacheBackground( RString sBackgroundPath )
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{
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if( PREFSMAN->m_BackgroundCache != BNCACHE_LOW_RES_PRELOAD &&
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PREFSMAN->m_BackgroundCache != BNCACHE_LOW_RES_LOAD_ON_DEMAND )
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return;
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CHECKPOINT_M( sBackgroundPath );
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if( !DoesFileExist(sBackgroundPath) )
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return;
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const RString sCachePath = GetBackgroundCachePath(sBackgroundPath);
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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( sBackgroundPath );
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if( BackgroundData.GetValue( sBackgroundPath, "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_BackgroundCache == BNCACHE_LOW_RES_PRELOAD )
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LoadBackground( sBackgroundPath );
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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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CacheBackgroundInternal( sBackgroundPath );
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}
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||
|
|
|
||
|
|
void BackgroundCache::CacheBackgroundInternal( RString sBackgroundPath )
|
||
|
|
{
|
||
|
|
RString sError;
|
||
|
|
RageSurface *pImage = RageSurfaceUtils::LoadFile( sBackgroundPath, sError );
|
||
|
|
if( pImage == NULL )
|
||
|
|
{
|
||
|
|
LOG->UserLog( "Cache file", sBackgroundPath, "couldn't be loaded: %s", sError.c_str() );
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
|
||
|
|
const int iSourceWidth = pImage->w, iSourceHeight = pImage->h;
|
||
|
|
|
||
|
|
int iWidth = pImage->w / 2, iHeight = pImage->h / 2;
|
||
|
|
// int iWidth = pImage->w, iHeight = pImage->h;
|
||
|
|
|
||
|
|
/* Round to the nearest power of two. This simplifies the actual texture load. */
|
||
|
|
iWidth = closest( iWidth, power_of_two(iWidth), power_of_two(iWidth) / 2 );
|
||
|
|
iHeight = closest( iHeight, power_of_two(iHeight), power_of_two(iHeight) / 2 );
|
||
|
|
|
||
|
|
/* Don't resize the image to less than 32 pixels in either dimension or the next
|
||
|
|
* power of two of the source (whichever is smaller); it's already very low res. */
|
||
|
|
iWidth = max( iWidth, min(32, power_of_two(iSourceWidth)) );
|
||
|
|
iHeight = max( iHeight, min(32, power_of_two(iSourceHeight)) );
|
||
|
|
|
||
|
|
RageSurfaceUtils::ApplyHotPinkColorKey( pImage );
|
||
|
|
|
||
|
|
RageSurfaceUtils::Zoom( pImage, iWidth, iHeight );
|
||
|
|
|
||
|
|
/*
|
||
|
|
* When paletted background cache is enabled, cached backgrounds are paletted. Cached
|
||
|
|
* 32-bit backgrounds take 1/16 as much memory, 16-bit backgrounds take 1/8, and paletted
|
||
|
|
* backgrounds take 1/4.
|
||
|
|
*
|
||
|
|
* When paletted background cache is disabled, cached backgrounds are stored in 16-bit
|
||
|
|
* RGBA. Cached 32-bit backgrounds take 1/8 as much memory, cached 16-bit backgrounds
|
||
|
|
* take 1/4, and cached paletted backgrounds 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 background into a texture at once, and the speed hit may not matter on
|
||
|
|
* newer ATI cards. RGBA is safer, though.
|
||
|
|
*/
|
||
|
|
if( g_bPalettedBackgroundCache )
|
||
|
|
{
|
||
|
|
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 = GetBackgroundCachePath(sBackgroundPath);
|
||
|
|
RageSurfaceUtils::SaveSurface( pImage, sCachePath );
|
||
|
|
|
||
|
|
/* If an old image is loaded, free it. */
|
||
|
|
if( g_BackgroundPathToImage.find(sBackgroundPath) != g_BackgroundPathToImage.end() )
|
||
|
|
{
|
||
|
|
RageSurface *oldimg = g_BackgroundPathToImage[sBackgroundPath];
|
||
|
|
delete oldimg;
|
||
|
|
g_BackgroundPathToImage.erase(sBackgroundPath);
|
||
|
|
}
|
||
|
|
|
||
|
|
if( PREFSMAN->m_BackgroundCache == BNCACHE_LOW_RES_PRELOAD )
|
||
|
|
{
|
||
|
|
/* Keep it; we're just going to load it anyway. */
|
||
|
|
g_BackgroundPathToImage[sBackgroundPath] = pImage;
|
||
|
|
}
|
||
|
|
else
|
||
|
|
delete pImage;
|
||
|
|
|
||
|
|
/* Remember the original size. */
|
||
|
|
BackgroundData.SetValue( sBackgroundPath, "Path", sCachePath );
|
||
|
|
BackgroundData.SetValue( sBackgroundPath, "Width", iSourceWidth );
|
||
|
|
BackgroundData.SetValue( sBackgroundPath, "Height", iSourceHeight );
|
||
|
|
BackgroundData.SetValue( sBackgroundPath, "FullHash", GetHashForFile( sBackgroundPath ) );
|
||
|
|
BackgroundData.WriteFile( BACKGROUND_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.
|
||
|
|
*/
|