in the middle of working on 1.70. Now compiles in Visual Studio.net
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@@ -17,31 +17,33 @@
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#include "RageBitmapTexture.h"
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#include "RageMovieTexture.h"
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#include "RageUtil.h"
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#include <assert.h>
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#include "RageHelper.h"
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LPRageTextureManager TM = NULL;
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RageTextureManager* TEXTURE = NULL;
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//-----------------------------------------------------------------------------
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// constructor/destructor
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//-----------------------------------------------------------------------------
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RageTextureManager::RageTextureManager( LPRageScreen pScreen )
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RageTextureManager::RageTextureManager( RageScreen* pScreen )
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{
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assert( pScreen != NULL );
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m_pScreen = pScreen;
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m_dwMaxTextureSize = 2048; // infinite size
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m_dwTextureColorDepth = 16;
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}
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RageTextureManager::~RageTextureManager()
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{
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// delete all textures
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POSITION pos = m_mapPathToTexture.GetStartPosition();
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CString key;
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LPRageTexture value;
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CString sPath;
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RageTexture* pTexture;
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while( pos != NULL ) // iterate over all k/v pairs in map
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{
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m_mapPathToTexture.GetNextAssoc( pos, key, value );
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SAFE_DELETE( value );
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m_mapPathToTexture.GetNextAssoc( pos, sPath, pTexture );
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HELPER.Log( "TEXTURE LEAK: '%s', RefCount = %d.", sPath, pTexture->m_iRefCount );
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SAFE_DELETE( pTexture );
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}
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m_mapPathToTexture.RemoveAll();
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@@ -51,36 +53,42 @@ RageTextureManager::~RageTextureManager()
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//-----------------------------------------------------------------------------
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// Load/Unload textures from disk
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//-----------------------------------------------------------------------------
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LPRageTexture RageTextureManager::LoadTexture( CString sTexturePath, DWORD dwHints, bool bForceReload )
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RageTexture* RageTextureManager::LoadTexture( CString sTexturePath, const DWORD dwHints, const bool bForceReload )
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{
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// RageLog( "RageTextureManager::LoadTexture(%s).", sTexturePath );
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sTexturePath.MakeLower();
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// HELPER.Log( "RageTextureManager::LoadTexture(%s).", sTexturePath );
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// holder for the new texture
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LPRageTexture pTexture;
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RageTexture* pTexture;
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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 to copies
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// of the same bitmap if there are equivalent but different paths
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// (e.g. "Bitmaps\me.bmp" and "..\Rage PC Edition\Bitmaps\me.bmp" ).
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sTexturePath.MakeLower();
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if( m_mapPathToTexture.Lookup( sTexturePath, pTexture ) ) // if the texture already exists in the map
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{
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// RageLog( ssprintf("Found that '%s' is already loaded. Using the loaded copy.", sTexturePath) );
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pTexture->m_iRefCount++;
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HELPER.Log( ssprintf("RageTextureManager: '%s' now has %d references.", sTexturePath, pTexture->m_iRefCount) );
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}
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else // the texture is not already loaded
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{
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CString sDrive, sDir, sFName, sExt;
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splitpath( FALSE, sTexturePath, sDrive, sDir, sFName, sExt );
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splitpath( false, sTexturePath, sDrive, sDir, sFName, sExt );
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if( sExt == "avi" || sExt == "mpg" || sExt == "mpeg" )
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pTexture = (LPRageTexture) new RageMovieTexture( m_pScreen, sTexturePath );
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pTexture = (RageTexture*) new RageMovieTexture( m_pScreen, sTexturePath );
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else
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pTexture = (LPRageTexture) new RageBitmapTexture( m_pScreen, sTexturePath, dwHints );
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pTexture = (RageTexture*) new RageBitmapTexture( m_pScreen, sTexturePath, m_dwMaxTextureSize, m_dwTextureColorDepth, dwHints );
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RageLog( "RageTextureManager: allocating space for '%s' (%ux%u).", sTexturePath, pTexture->GetTextureWidth(), pTexture->GetTextureHeight() );
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HELPER.Log( "RageTextureManager: Loading '%s' (%ux%u) from disk. It has %d references",
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sTexturePath,
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pTexture->GetTextureWidth(),
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pTexture->GetTextureHeight(),
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pTexture->m_iRefCount
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);
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m_mapPathToTexture.SetAt( sTexturePath, pTexture );
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}
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@@ -92,6 +100,7 @@ LPRageTexture RageTextureManager::LoadTexture( CString sTexturePath, DWORD dwHin
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bool RageTextureManager::IsTextureLoaded( CString sTexturePath )
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{
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sTexturePath.MakeLower();
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RageTexture* pTexture;
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if( m_mapPathToTexture.Lookup( sTexturePath, pTexture ) ) // if the texture exists in the map
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@@ -102,33 +111,35 @@ bool RageTextureManager::IsTextureLoaded( CString sTexturePath )
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void RageTextureManager::UnloadTexture( CString sTexturePath )
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{
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// RageLog( "RageTextureManager::UnloadTexture(%s).", sTexturePath );
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sTexturePath.MakeLower();
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// HELPER.Log( "RageTextureManager::UnloadTexture(%s).", sTexturePath );
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if( sTexturePath == "" )
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{
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RageLog( "RageTextureManager::UnloadTexture(): tried to Unload a blank" );
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HELPER.Log( "RageTextureManager::UnloadTexture(): tried to Unload a blank texture." );
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return;
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}
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if( !IsTextureLoaded( sTexturePath ) )
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RageError( ssprintf("Tried to Unload a texture that wasn't loaded. '%s'", sTexturePath) );
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sTexturePath.MakeLower();
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LPRageTexture pTexture;
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RageTexture* pTexture;
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if( m_mapPathToTexture.Lookup( sTexturePath, pTexture ) ) // if the texture exists in the map
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{
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pTexture->m_iRefCount--;
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if( pTexture->m_iRefCount == 0 ) // there are no more references to this texture
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{
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RageLog( ssprintf("RageTextureManager: deallocating '%s'.", sTexturePath) );
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HELPER.Log( ssprintf("RageTextureManager: '%s' will be deleted. It has %d references.", sTexturePath, pTexture->m_iRefCount) );
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SAFE_DELETE( pTexture ); // free the texture
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m_mapPathToTexture.RemoveKey( sTexturePath ); // and remove the key in the map
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}
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// else
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// RageLog( ssprintf("The texture '%s' has %d more references. It will not be deleted.",
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// sTexturePath, pTexture->m_iRefCount) );
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else
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{
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HELPER.Log( ssprintf("RageTextureManager: '%s' will not be deleted. It still has %d references.", sTexturePath, pTexture->m_iRefCount) );
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}
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}
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else // texture not found
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{
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HELPER.FatalError( ssprintf("Tried to Unload texture '%s' that wasn't loaded.", sTexturePath) );
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}
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}
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