use SDL_LoadImage

This commit is contained in:
Glenn Maynard
2003-12-04 20:43:22 +00:00
parent 4510eff0a8
commit ac58bafad5
3 changed files with 5 additions and 7 deletions
+1 -2
View File
@@ -15,7 +15,6 @@
#include "PrefsManager.h"
#include "SDL_utils.h"
#include "SDL_dither.h"
#include "SDL_image.h"
#include "SDL_rotozoom.h"
#include "SDL_utils.h"
#include "RageDisplay.h"
@@ -305,7 +304,7 @@ void BannerCache::CacheBanner( CString BannerPath )
void BannerCache::CacheBannerInternal( CString BannerPath )
{
SDL_Surface *img = IMG_Load( BannerPath );
SDL_Surface *img = SDL_LoadImage( BannerPath );
if(img == NULL)
RageException::Throw( "BannerCache::CacheBanner: Couldn't load %s: %s", BannerPath.c_str(), SDL_GetError() );
+1 -2
View File
@@ -21,7 +21,6 @@
#include "arch/ArchHooks/ArchHooks.h"
#include "SDL.h"
#include "SDL_image.h"
#include "SDL_endian.h"
#include "SDL_rotozoom.h"
#include "SDL_utils.h"
@@ -83,7 +82,7 @@ void RageBitmapTexture::Create()
/* Create (and return) a surface ready to be loaded to OpenGL */
/* Load the image into an SDL surface. */
ResolvePath( actualID.filename );
SDL_Surface *img = IMG_Load( actualID.filename );
SDL_Surface *img = SDL_LoadImage( actualID.filename );
/* XXX: Wait, we don't want to throw for all images; in particular, we
* want to tolerate corrupt/unknown background images. */
+3 -3
View File
@@ -32,6 +32,7 @@
#include "arch/arch.h"
#include "RageFile.h"
#include "NoteDataUtil.h"
#include "SDL_utils.h"
#include "NotesLoaderSM.h"
#include "NotesLoaderDWI.h"
@@ -43,7 +44,6 @@
#include "LyricsLoader.h"
#include "SDL.h"
#include "SDL_image.h"
#include <set>
@@ -580,7 +580,7 @@ static void DeleteDuplicateSteps( Song *song, vector<Steps*> &vSteps )
static bool ImageIsLoadable( const CString &sPath )
{
SDL_Surface *img = IMG_Load( sPath );
SDL_Surface *img = SDL_LoadImage( sPath );
if( !img )
{
LOG->Warn( "Error loading song image \"%s\": %s", sPath.c_str(), SDL_GetError() );
@@ -821,7 +821,7 @@ void Song::TidyUpData()
continue; // skip
CString sPath = m_sSongDir + arrayImages[i];
SDL_Surface *img = IMG_Load( sPath );
SDL_Surface *img = SDL_LoadImage( sPath );
if( !img )
{
LOG->Trace("Couldn't load '%s': %s", sPath.c_str(), SDL_GetError());