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