/* * BannerCache * * Maintains a cache of reduced-quality banners. */ #include "global.h" #include "arch/arch.h" #include "RageDisplay.h" #include "RageUtil.h" #include "RageLog.h" #include "BannerCache.h" #include "Sprite.h" #include "PrefsManager.h" #include "SDL_utils.h" #include "SDL_dither.h" #include "SDL_image.h" #include "SDL_rotozoom.h" #include "Banner.h" #define CACHE_DIR BASE_PATH "Cache" SLASH /* Call CacheBanner to cache a banner by path. If the banner is already * cached, it'll be recreated. This is efficient if the banner hasn't changed, * but we still only do this in TidyUpData for songs. * * Call LoadBanner to load a cached banner into main memory. This will call * CacheBanner only if needed. This will not do a date/size check; call CacheBanner * directly if you need that. * * Call LoadCachedBanner to load a banner into a texture and retrieve an ID * for it. You can check if the banner was actually preloaded by calling * TEXTUREMAN->IsTextureRegistered() on the ID; it might not be if the banner cache * is missing or disabled. * * Note that each cache entries has two hashes. The cache path is based soley * on the pathname; this way, loading the cache doesn't have to do a stat on every * banner. The full hash includes the file size and date, and is used only by * CacheBanner to avoid doing extra work. */ BannerCache *BANNERCACHE; static map m_BannerPathToImage; CString BannerCache::GetBannerCachePath( CString BannerPath ) { /* Use GetHashForString, not ForFile, since we don't want to spend time * checking the file size and date. */ return ssprintf( CACHE_DIR "Banners" SLASH "%u", GetHashForString(BannerPath) ); } void BannerCache::LoadBanner( CString BannerPath ) { if( !PREFSMAN->m_bBannerCache || BannerPath == "" ) return; /* Load it. */ const CString CachePath = GetBannerCachePath(BannerPath); for( int tries = 0; tries < 2; ++tries ) { if( m_BannerPathToImage.find(BannerPath) != m_BannerPathToImage.end() ) return; /* already loaded */ Checkpoint( ssprintf( "BannerCache::LoadBanner: %s", CachePath.c_str() ) ); SDL_Surface *img = mySDL_LoadSurface( CachePath ); if( img == NULL ) { if(tries == 0) { /* The file doesn't exist. It's possible that the banner cache file is * missing, so try to create it. Don't do this first, for efficiency. */ LOG->Trace( "Cached banner load of '%s' ('%s') failed, trying to cache ...", BannerPath.c_str(), CachePath.c_str() ); /* Skip the up-to-date check; it failed to load, so it can't be up * to date. */ CacheBannerInternal( BannerPath ); continue; } else { LOG->Trace( "Cached banner load of '%s' ('%s') failed", BannerPath.c_str(), CachePath.c_str() ); return; } } m_BannerPathToImage[BannerPath] = img; } } void BannerCache::OutputStats() const { map::const_iterator ban; int total_size = 0; for( ban = m_BannerPathToImage.begin(); ban != m_BannerPathToImage.end(); ++ban ) { SDL_Surface * const &img = ban->second; const int size = img->pitch * img->h; total_size += size; } LOG->Info( "%i bytes of banners loaded", total_size ); } void BannerCache::UnloadAllBanners() { map::iterator it; for( it = m_BannerPathToImage.begin(); it != m_BannerPathToImage.end(); ++it ) SDL_FreeSurface(it->second); m_BannerPathToImage.clear(); } BannerCache::BannerCache() { CreateDirectories( CACHE_DIR "Banners" SLASH ); BannerData.SetPath( CACHE_DIR "banners.cache" ); BannerData.ReadFile(); // don't care if this fails } BannerCache::~BannerCache() { UnloadAllBanners(); } #include "SDL_utils.h" #include "RageDisplay.h" #include "RageTexture.h" #include "RageTextureManager.h" struct BannerTexture: public RageTexture { unsigned m_uTexHandle; unsigned GetTexHandle() const { return m_uTexHandle; }; // accessed by RageDisplay /* This is a reference to a pointer in m_BannerPathToImage. */ SDL_Surface *&img; int width, height; BannerTexture( RageTextureID name, SDL_Surface *&img_, int width_, int height_ ): RageTexture(name), img(img_), width(width_), height(height_) { Create(); } ~BannerTexture() { Destroy(); } void Create() { ASSERT( img ); /* The image is preprocessed; do as little work as possible. */ /* The source width is the width of the original file. */ m_iSourceWidth = width; m_iSourceHeight = height; /* The image width (within the texture) is always the entire texture. * Only resize if the max texture size requires it; since these images * are already scaled down, this shouldn't happen often. */ if( img->w > DISPLAY->GetMaxTextureSize() || img->h > DISPLAY->GetMaxTextureSize() ) { LOG->Warn("Converted %s at runtime", GetID().filename.c_str() ); ConvertSDLSurface(img, img->w, img->h, 32, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); zoomSurface(img, min( img->w, DISPLAY->GetMaxTextureSize() ), min( img->h, DISPLAY->GetMaxTextureSize() )); } /* We did this when we cached it. */ ASSERT( img->w == power_of_two(img->w) ); ASSERT( img->h == power_of_two(img->h) ); m_iTextureWidth = m_iImageWidth = img->w; m_iTextureHeight = m_iImageHeight = img->h; /* Find a supported texture format. If it happens to match the stored * file, we won't have to do any conversion here, and that'll happen often * with paletted images. */ PixelFormat pf = img->format->BitsPerPixel == 8? FMT_PAL: FMT_RGB5A1; if( !DISPLAY->SupportsTextureFormat(pf) ) pf = FMT_RGBA4; ASSERT( DISPLAY->SupportsTextureFormat(pf) ); ASSERT(img); m_uTexHandle = DISPLAY->CreateTexture( pf, img ); CreateFrameRects(); } void Destroy() { if( m_uTexHandle ) DISPLAY->DeleteTexture( m_uTexHandle ); m_uTexHandle = 0; } void Reload() { Destroy(); Create(); } void Invalidate() { m_uTexHandle = 0; /* don't Destroy() */ } }; RageTextureID BannerCache::LoadCachedBanner( CString BannerPath ) { RageTextureID ID( GetBannerCachePath(BannerPath) ); if( BannerPath == "" ) return ID; LOG->Trace("BannerCache::LoadCachedBanner(%s): %s", BannerPath.c_str(), ID.filename.c_str() ); /* Hack: make sure Banner::Load doesn't change our return value and end up * reloading. */ ID = Banner::BannerTex(ID); /* It's not in a texture. Do we have it loaded? */ if( m_BannerPathToImage.find(BannerPath) == m_BannerPathToImage.end() ) { /* Oops, the image is missing. Warn and continue. */ LOG->Warn( "Banner cache for '%s' wasn't loaded", BannerPath.c_str() ); return ID; } /* This is a reference to a pointer. BannerTexture's ctor may change it * when converting; this way, the conversion will end up in the map so we * only have to convert once. */ SDL_Surface *&img = m_BannerPathToImage[BannerPath]; ASSERT( img ); int src_width = 0, src_height = 0; bool WasRotatedBanner = false; BannerData.GetValueI( BannerPath, "Width", src_width ); BannerData.GetValueI( BannerPath, "Height", src_height ); BannerData.GetValueB( BannerPath, "Rotated", WasRotatedBanner ); if(src_width == 0 || src_height == 0) { LOG->Warn("Couldn't load '%s'", BannerPath.c_str() ); return ID; } if( WasRotatedBanner ) { /* We need to tell Sprite that this was originally a rotated * sprite. */ ID.filename += "(was rotated)"; } /* Is the banner already in a texture? */ if( TEXTUREMAN->IsTextureRegistered(ID) ) return ID; /* It's all set. */ LOG->Trace("Loading banner texture %s; src %ix%i; image %ix%i", ID.filename.c_str(), src_width, src_height, img->w, img->h ); RageTexture *pTexture = new BannerTexture( ID, img, src_width, src_height ); TEXTUREMAN->RegisterTexture( ID, pTexture ); pTexture->m_Policy = RageTexture::TEX_VOLATILE; TEXTUREMAN->UnloadTexture( pTexture ); return ID; } static inline int closest( int num, int n1, int n2 ) { if( abs(num - n1) > abs(num - n2) ) return n2; return n1; } /* We write the cache even if we won't use it, so we don't have to recache everything * if the memory or settings change. */ void BannerCache::CacheBanner( CString BannerPath ) { if( !DoesFileExist(BannerPath) ) return; const CString CachePath = GetBannerCachePath(BannerPath); /* Check the full file hash. If it's the loaded and identical, don't recache. */ if( DoesFileExist(CachePath) ) { unsigned CurFullHash; const unsigned FullHash = GetHashForFile( BannerPath ); if( BannerData.GetValueU( BannerPath, "FullHash", CurFullHash ) && CurFullHash == FullHash ) { /* It's identical. Just load it. */ LoadBanner( BannerPath ); return; } } CacheBannerInternal( BannerPath ); } void BannerCache::CacheBannerInternal( CString BannerPath ) { SDL_Surface *img = IMG_Load( BannerPath ); if(img == NULL) RageException::Throw( "BannerCache::CacheBanner: Couldn't load %s: %s", BannerPath.c_str(), SDL_GetError() ); bool WasRotatedBanner = false; if( Sprite::IsDiagonalBanner(img->w , img->h) ) { /* Ack. It's a diagonal banner. Problem: if we resize a diagonal banner, we * get ugly checker patterns. We need to un-rotate it. * * If we spin the banner by hand, we need to do a linear filter, or the * fade to the full resolution banner is misaligned, which looks strange. * * To do a linear filter, we need to lose the palette. Oh well. * * This also makes the banner take less memory, though that could also be * done by RLEing the surface. */ int color = mySDL_MapRGBExact(img->format, 0xFF, 0, 0xFF); if( color != -1 ) SDL_SetColorKey( img, SDL_SRCCOLORKEY, color ); ConvertSDLSurface(img, img->w, img->h, 32, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); SDL_Surface *dst = SDL_CreateRGBSurface( SDL_SWSURFACE, 256, 64, img->format->BitsPerPixel, img->format->Rmask, img->format->Gmask, img->format->Bmask, img->format->Amask ); if( img->format->BitsPerPixel == 8 ) { ASSERT( img->format->palette ); mySDL_SetPalette(dst, img->format->palette->colors, 0, 256); } if( img->flags & SDL_SRCCOLORKEY ) SDL_SetColorKey( dst, SDL_SRCCOLORKEY, img->format->colorkey); const float fCustomImageCoords[8] = { 0.02f, 0.78f, // top left 0.22f, 0.98f, // bottom left 0.98f, 0.22f, // bottom right 0.78f, 0.02f, // top right }; mySDL_BlitTransform( img, dst, fCustomImageCoords ); // SDL_SaveBMP( dst, BannerPath + "-test.bmp" ); SDL_FreeSurface( img ); img = dst; WasRotatedBanner = true; } const int src_width = img->w, src_height = img->h; int width = img->w / 2, height = img->h / 2; // int width = img->w, height = img->h; /* Round to the nearest power of two. This simplifies the actual texture load. */ width = closest(width, power_of_two(width), power_of_two(width) / 2); height = closest(height, power_of_two(height), power_of_two(height) / 2); /* Don't resize the image to less than 32 pixels in either dimension or the next * power of two of the source (whichever is smaller); it's already very low res. */ width = max( width, min(32, power_of_two(src_width)) ); height = max( height, min(32, power_of_two(src_height)) ); { const int color = mySDL_MapRGBExact(img->format, 0xFF, 0, 0xFF); if( color != -1 ) SDL_SetColorKey( img, SDL_SRCCOLORKEY, color ); } { ConvertSDLSurface(img, img->w, img->h, 32, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); zoomSurface(img, width, height); /* Dither to the final format. We use A1RGB5, since that's usually supported * natively by both OpenGL and D3D. */ SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, 16, 0x7C00, 0x03E0, 0x001F, 0x8000 ); SM_SDL_ErrorDiffusionDither(img, dst); SDL_FreeSurface( img ); img = dst; } const CString CachePath = GetBannerCachePath(BannerPath); mySDL_SaveSurface( img, CachePath ); if( PREFSMAN->m_bBannerCache ) { /* If an old image is loaded, free it. */ if( m_BannerPathToImage.find(BannerPath) != m_BannerPathToImage.end() ) { SDL_Surface *oldimg = m_BannerPathToImage[BannerPath]; SDL_FreeSurface( oldimg ); m_BannerPathToImage.erase(BannerPath); } /* Keep it; we're just going to load it anyway. */ m_BannerPathToImage[BannerPath] = img; } else SDL_FreeSurface(img); /* Remember the original size. */ BannerData.SetValue ( BannerPath, "Path", CachePath ); BannerData.SetValueI( BannerPath, "Width", src_width ); BannerData.SetValueI( BannerPath, "Height", src_height ); BannerData.SetValueU( BannerPath, "FullHash", GetHashForFile( BannerPath ) ); /* Remember this, so we can hint Sprite. */ BannerData.SetValueB( BannerPath, "Rotated", WasRotatedBanner ); BannerData.WriteFile(); } /* Copyright (c) 2003 by the person(s) listed below. All rights reserved. Glenn Maynard */