Make texture policies explicit.

Never keep banner textures loaded.  We'll be using enough memory with
the preloads, and it's not needed.
This commit is contained in:
Glenn Maynard
2003-06-10 19:24:00 +00:00
parent 8d06cc4069
commit 48770fb2a0
5 changed files with 91 additions and 23 deletions
+5 -5
View File
@@ -15,9 +15,6 @@
#include <map>
//-----------------------------------------------------------------------------
// RageTextureManager Class Declarations
//-----------------------------------------------------------------------------
class RageTextureManager
{
public:
@@ -29,6 +26,7 @@ public:
bool IsTextureRegistered( RageTextureID ID ) const;
void RegisterTexture( RageTextureID ID, RageTexture *p );
void CacheTexture( RageTextureID ID );
void VolatileTexture( RageTextureID ID );
void UnloadTexture( RageTexture *t );
void ReloadAll();
@@ -38,7 +36,7 @@ public:
int GetMaxTextureResolution() { return m_iMaxTextureResolution; };
// call this between Screens
void DeleteCachedTextures() { GarbageCollect(cached_textures); }
void DeleteCachedTextures() { GarbageCollect(screen_changed); }
// call this on switch theme
void DoDelayedDelete() { GarbageCollect(delayed_delete); }
@@ -50,13 +48,15 @@ public:
protected:
void DeleteTexture( RageTexture *t );
enum GCType { cached_textures, delayed_delete };
enum GCType { screen_changed, delayed_delete };
void GarbageCollect( GCType type );
int m_iTextureColorDepth;
bool m_bDelayedDelete;
int m_iMaxTextureResolution;
RageTexture* LoadTextureInternal( RageTextureID ID );
std::map<RageTextureID, RageTexture*> m_mapPathToTexture;
};