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itgmania212121/stepmania/src/RageTextureManager.cpp
T
Glenn Maynard ffc6ae2c37 Simplify splitpath.
Allow a font to have an INI and no pages.
2003-01-16 22:49:22 +00:00

255 lines
8.5 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: RageTextureManager
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "RageTextureManager.h"
#include "RageBitmapTexture.h"
#include "RageMovieTexture.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageException.h"
#include "time.h"
RageTextureManager* TEXTUREMAN = NULL;
//-----------------------------------------------------------------------------
// constructor/destructor
//-----------------------------------------------------------------------------
RageTextureManager::RageTextureManager( int iTextureColorDepth, int iSecondsBeforeUnload, int iMaxTextureResolution )
{
SetPrefs( iTextureColorDepth, iSecondsBeforeUnload, iMaxTextureResolution );
}
RageTextureManager::~RageTextureManager()
{
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
{
RageTexture* pTexture = i->second;
if( pTexture->m_iRefCount )
LOG->Trace( "TEXTUREMAN LEAK: '%s', RefCount = %d.", i->first.filename.GetString(), pTexture->m_iRefCount );
SAFE_DELETE( pTexture );
}
}
void RageTextureManager::Update( float fDeltaTime )
{
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
{
RageTexture* pTexture = i->second;
pTexture->Update( fDeltaTime );
}
}
//-----------------------------------------------------------------------------
// Load/Unload textures from disk
//-----------------------------------------------------------------------------
RageTexture* RageTextureManager::LoadTexture( RageTextureID ID )
{
ID.filename.MakeLower();
LOG->Trace( "RageTextureManager::LoadTexture(%s).", ID.filename.GetString() );
// Convert the path to lowercase so that we don't load duplicates.
// Really, this does not solve the duplicate problem. We could have to copies
// of the same bitmap if there are equivalent but different paths
// (e.g. "Bitmaps\me.bmp" and "..\Rage PC Edition\Bitmaps\me.bmp" ).
/* This will return a texture that is equivalent to ID; here, that means it
* has the same filename. (see RageTextureID::operator<). Once we have that,
* we need to search through textures that are equivalent, looking for one
* that's equal. */
std::map<RageTextureID, RageTexture*>::iterator p = m_mapPathToTexture.find(ID);
while(p != m_mapPathToTexture.end())
{
if(p->first.equal(ID)) {
/* Found the texture. Just increase the refcount and return it. */
p->second->m_iRefCount++;
return p->second;
}
/* short circuit */
if(p->first.filename > ID.filename) break;
p++;
}
// the texture is not already loaded. Load it.
ID.iColorDepth = TEXTUREMAN->GetTextureColorDepth();
ID.iMaxSize = TEXTUREMAN->GetMaxTextureResolution();
CString sDir, sFName, sExt;
splitpath( ID.filename, sDir, sFName, sExt );
RageTexture* pTexture;
if( sExt == "avi" || sExt == "mpg" || sExt == "mpeg" )
pTexture = new RageMovieTexture( ID );
else
pTexture = new RageBitmapTexture( ID );
LOG->Trace( "RageTextureManager: Loaded '%s'.", ID.filename.GetString() );
m_mapPathToTexture[ID] = pTexture;
// LOG->Trace( "Display: %.2f KB video memory left", DISPLAY->GetDevice()->GetAvailableTextureMem()/1000000.0f );
return pTexture;
}
bool RageTextureManager::IsTextureLoaded( CString sTexturePath )
{
sTexturePath.MakeLower();
return m_mapPathToTexture.find(sTexturePath) != m_mapPathToTexture.end();
}
void RageTextureManager::GCTextures()
{
/* If m_iSecondsBeforeUnload is 0, then we'll unload textures immediately when
* they're no longer needed, to use as little extra memory as possible, so don't
* bother checking for expired textures here. */
if(!m_iSecondsBeforeUnload) return;
static int timeLastGarbageCollect = time(NULL);
if( timeLastGarbageCollect+m_iSecondsBeforeUnload/2 > time(NULL) )
return;
// Search for old textures with refcount==0 to unload
LOG->Trace("Performing texture garbage collection");
timeLastGarbageCollect = time(NULL);
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); )
{
std::map<RageTextureID, RageTexture*>::iterator j = i;
i++;
CString sPath = j->first.filename;
RageTexture* pTexture = j->second;
if( pTexture->m_iRefCount==0 &&
pTexture->m_iTimeOfLastUnload+m_iSecondsBeforeUnload < time(NULL) )
{
SAFE_DELETE( pTexture ); // free the texture
m_mapPathToTexture.erase(j); // and remove the key in the map
}
}
}
void RageTextureManager::UnloadTexture( RageTextureID ID )
{
ID.filename.MakeLower();
if( ID.filename == "" )
{
//LOG->Trace( "RageTextureManager::UnloadTexture(): tried to Unload a blank texture." );
return;
}
LOG->Trace( "RageTextureManager::UnloadTexture(%s).", ID.filename.GetString() );
std::map<RageTextureID, RageTexture*>::iterator p = m_mapPathToTexture.find(ID);
if(p == m_mapPathToTexture.end())
RageException::Throw( "Tried to Unload texture '%s' that wasn't loaded.", ID.filename.GetString() );
RageTexture* pTexture = p->second;
UnloadTexture(p->second);
//LOG->Trace( "RageTextureManager: '%s' will not be deleted. It still has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
}
void RageTextureManager::UnloadTexture( RageTexture *t )
{
t->m_iRefCount--;
t->m_iTimeOfLastUnload = time(NULL);
ASSERT( t->m_iRefCount >= 0 );
/* Always unload movies, so we don't waste time decoding.
*
* Actually, multiple refs to a movie won't work; they should play independently,
* but they'll actually share settings. Not worth fixing, since we don't currently
* using movies for anything except BGAs (though we could).
*
* Also, if texture caching is off, just remove it now instead of doing
* garbage collection. */
if( t->m_iRefCount == 0 &&
(t->IsAMovie() || !m_iSecondsBeforeUnload ))
{
// LOG->Trace( "RageTextureManager: '%s' will be deleted. It has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
m_mapPathToTexture.erase(t->GetID()); // and remove the key in the map
SAFE_DELETE( t ); // free the texture
}
GCTextures();
}
void RageTextureManager::ReloadAll()
{
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
{
RageTexture* pTexture = i->second;
/* A note on how this really works:
*
* The ID identifies a texture, and all of the parameters needed
* to produce it. When we load a texture, iColorDepth is pulled
* from GetTextureColorDepth(). Now we're reloading it, probably
* due to a change in display settings, so we need to update that
* to the current setting and reload it. This will also change
* the data in our map (which is OK; it's not part of the ordering)
* to reflect this. */
/* Update the settings that are based on preferences. */
RageTextureID ID = i->first;
ID.iColorDepth = TEXTUREMAN->GetTextureColorDepth();
ID.iMaxSize = TEXTUREMAN->GetMaxTextureResolution();
pTexture->Reload( ID );
}
}
/* In some cases, changing the display mode will reset the rendering context,
* releasing all textures. We don't want to reload immediately if that happens,
* since we might be changing texture preferences too, which also may have to reload
* textures. Instead, tell all textures that their texture ID is invalid, so it
* doesn't try to free it later when we really do reload (since that ID might be
* associated with a different texture). Ack. */
void RageTextureManager::InvalidateTextures()
{
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
{
RageTexture* pTexture = i->second;
pTexture->Invalidate();
}
}
bool RageTextureManager::SetPrefs( int iTextureColorDepth, int iSecondsBeforeUnload, int iMaxTextureResolution )
{
bool need_reload = false;
if(m_iSecondsBeforeUnload != iSecondsBeforeUnload ||
m_iTextureColorDepth != iTextureColorDepth ||
m_iMaxTextureResolution != iMaxTextureResolution )
need_reload = true;
m_iSecondsBeforeUnload = iSecondsBeforeUnload;
m_iTextureColorDepth = iTextureColorDepth;
m_iMaxTextureResolution = iMaxTextureResolution;
ASSERT( m_iTextureColorDepth==16 || m_iTextureColorDepth==32 );
return need_reload;
}