SM5SVN 9419e1e: Only unload fonts if not used by the next screen. [shakesoda]
This commit is contained in:
@@ -13,6 +13,11 @@ _____________________________________________________________________________
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sm-ssc v1.2 | 201012xx
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--------------------------------------------------------------------------------
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20101221
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--------
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* SM5SVN r28586: Only unload fonts if not used by the next screen. [shakesoda]
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* [ScreenSelectMaster] Fix DoSwitchAnyways to actually work again.
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20101220
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--------
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* [Actor] Add bezier (_fallback/02 Actor.lua) [FSX]
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+8
-7
@@ -223,9 +223,7 @@ int Font::GetLineHeightInSourcePixels( const wstring &szLine ) const
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Font::Font()
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{
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//LOG->Trace( "Font::LoadFromFontName(%s)", sASCIITexturePath.c_str() );
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m_iRefCount = 1;
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m_iRefCount = 0;
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m_pDefault = NULL;
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m_bRightToLeft = false;
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// [sm-ssc] don't show strokes by default
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@@ -239,10 +237,11 @@ Font::~Font()
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void Font::Unload()
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{
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LOG->Trace("Font:Unload '%s'",path.c_str());
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for( unsigned i = 0; i < m_apPages.size(); ++i )
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delete m_apPages[i];
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m_apPages.clear();
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m_iCharToGlyph.clear();
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m_pDefault = NULL;
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@@ -656,6 +655,8 @@ void Font::Load( const RString &sIniPath, RString sChars )
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{
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ASSERT_M( !GetExtension(sIniPath).CompareNoCase("ini"), sIniPath );
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LOG->Trace( "Font: Loading new font '%s'",sIniPath.c_str());
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// Check for recursion (recursive imports).
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for( unsigned i = 0; i < LoadStack.size(); ++i )
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{
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@@ -725,9 +726,9 @@ void Font::Load( const RString &sIniPath, RString sChars )
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continue;
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}
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Font subfont;
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subfont.Load(path, "");
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MergeFont(subfont);
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Font *subfont=FONT->LoadFont(path,"");
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MergeFont(*subfont);
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FONT->UnloadFont(subfont);
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}
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}
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+28
-14
@@ -22,7 +22,9 @@ FontManager::~FontManager()
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{
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const FontName &fn = i->first;
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Font* pFont = i->second;
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LOG->Trace( "FONT LEAK: '%s', RefCount = %d.", fn.first.c_str(), pFont->m_iRefCount );
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if(pFont->m_iRefCount>0) {
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LOG->Trace( "FONT LEAK: '%s', RefCount = %d.", fn.first.c_str(), pFont->m_iRefCount );
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}
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delete pFont;
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}
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}
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@@ -38,6 +40,7 @@ void FontManager::ReloadFonts()
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Font* FontManager::LoadFont( const RString &sFontOrTextureFilePath, RString sChars )
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{
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Font *pFont;
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// Convert the path to lowercase so that we don't load duplicates.
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// Really, this does not solve the duplicate problem. We could have two copies
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// of the same bitmap if there are equivalent but different paths
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@@ -48,15 +51,16 @@ Font* FontManager::LoadFont( const RString &sFontOrTextureFilePath, RString sCha
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map<FontName, Font*>::iterator p = g_mapPathToFont.find( NewName );
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if( p != g_mapPathToFont.end() )
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{
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Font *pFont=p->second;
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pFont->m_iRefCount++;
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return pFont;
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pFont=p->second;
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}
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else {
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pFont= new Font;
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pFont->Load(sFontOrTextureFilePath, sChars);
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g_mapPathToFont[NewName] = pFont;
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}
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Font *f = new Font;
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f->Load(sFontOrTextureFilePath, sChars);
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g_mapPathToFont[NewName] = f;
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return f;
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++pFont->m_iRefCount;
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return pFont;
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}
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Font *FontManager::CopyFont( Font *pFont )
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@@ -75,19 +79,29 @@ void FontManager::UnloadFont( Font *fp )
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if(i->second != fp)
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continue;
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ASSERT_M(fp->m_iRefCount>0,"Attempting to unload a font with zero ref count!");
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i->second->m_iRefCount--;
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if( fp->m_iRefCount == 0 )
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{
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delete i->second; // free the texture
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g_mapPathToFont.erase( i ); // and remove the key in the map
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}
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return;
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}
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FAIL_M( ssprintf("Unloaded an unknown font (%p)", fp) );
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}
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void FontManager::PruneFonts() {
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for( std::map<FontName, Font*>::iterator i = g_mapPathToFont.begin();i != g_mapPathToFont.end();) {
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Font *fp=i->second;
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if(fp->m_iRefCount==0) {
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delete fp;
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g_mapPathToFont.erase(i);
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i = g_mapPathToFont.end();
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} else {
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++i;
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}
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}
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}
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/*
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* (c) 2001-2003 Chris Danford, Glenn Maynard
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* All rights reserved.
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@@ -15,6 +15,7 @@ public:
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Font* LoadFont( const RString &sFontOrTextureFilePath, RString sChars = "" );
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Font *CopyFont( Font *pFont );
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void UnloadFont( Font *fp );
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void PruneFonts();
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/* Warning: This reloads fonts completely, so all BitmapTexts need to be
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* reset, too. If this isn't done, best case they end up with old font
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+20
-18
@@ -67,6 +67,7 @@
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#include "SongManager.h"
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#include "RageTextureManager.h"
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#include "ThemeManager.h"
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#include "FontManager.h"
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#include "Screen.h"
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#include "ScreenDimensions.h"
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#include "Foreach.h"
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@@ -75,6 +76,7 @@
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
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static Preference<bool> g_bDelayedScreenLoad( "DelayedScreenLoad", false );
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static Preference<bool> g_bPruneFonts( "PruneFonts", true );
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// Screen registration
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static map<RString,CreateScreenFn> *g_pmapRegistrees = NULL;
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@@ -566,6 +568,11 @@ void ScreenManager::PrepareScreen( const RString &sScreenName )
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}
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}
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// Prune any unused fonts now that we have had a chance to reference the fonts
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if(g_bPruneFonts) {
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FONT->PruneFonts();
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}
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TEXTUREMAN->DiagnosticOutput();
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}
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@@ -660,19 +667,17 @@ void ScreenManager::LoadDelayedScreen()
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* cleanup, so it doesn't get deleted by cleanup. */
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bool bLoaded = ActivatePreparedScreenAndBackground( sScreenName );
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vector<Actor*> apActorsToDelete;
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if( g_setGroupedScreens.find(sScreenName) == g_setGroupedScreens.end() )
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{
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/* It's time to delete all old prepared screens. Depending on DelayedScreenLoad,
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* we can either delete the screens before or after we load the new screen.
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* Either way, we must remove them from the prepared list before we prepare
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* new screens.
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* If DelayedScreenLoad is true, delete them now; this lowers memory
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* requirements, but results in redundant loads as we unload common data. */
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if( g_bDelayedScreenLoad )
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DeletePreparedScreens();
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else
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GrabPreparedActors( apActorsToDelete );
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bool deletePrepared=g_setGroupedScreens.find(sScreenName) == g_setGroupedScreens.end();
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/* It's time to delete all old prepared screens. Depending on DelayedScreenLoad,
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* we can either delete the screens before or after we load the new screen.
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* Either way, we must remove them from the prepared list before we prepare
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* new screens.
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* If DelayedScreenLoad is true, delete them now; this lowers memory
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* requirements, but results in redundant loads as we unload common data. */
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if( deletePrepared && g_bDelayedScreenLoad ) {
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DeletePreparedScreens();
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deletePrepared=false;
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}
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// If the screen wasn't already prepared, load it.
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@@ -689,12 +694,9 @@ void ScreenManager::LoadDelayedScreen()
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ASSERT( bLoaded );
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}
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if( !apActorsToDelete.empty() )
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if( deletePrepared )
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{
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BeforeDeleteScreen();
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FOREACH( Actor*, apActorsToDelete, a )
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SAFE_DELETE( *a );
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AfterDeleteScreen();
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DeletePreparedScreens();
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}
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MESSAGEMAN->Broadcast( Message_ScreenChanged );
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