161 lines
5.1 KiB
C++
161 lines
5.1 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: RageTextureManager
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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//-----------------------------------------------------------------------------
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// Includes
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//-----------------------------------------------------------------------------
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#include "RageTextureManager.h"
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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 "RageLog.h"
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RageTextureManager* TEXTUREMAN = NULL;
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//-----------------------------------------------------------------------------
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// constructor/destructor
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//-----------------------------------------------------------------------------
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RageTextureManager::RageTextureManager( RageDisplay* pScreen )
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{
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assert( pScreen != NULL );
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m_pScreen = pScreen;
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m_iMaxTextureSize = 2048; // infinite size
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m_iTextureColorDepth = 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 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, sPath, pTexture );
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LOG->WriteLine( "TEXTUREMAN 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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}
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//-----------------------------------------------------------------------------
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// Load/Unload textures from disk
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//-----------------------------------------------------------------------------
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RageTexture* RageTextureManager::LoadTexture( CString sTexturePath, bool bForceReload, int iMipMaps, int iAlphaBits, bool bDither, bool bStretch )
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{
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sTexturePath.MakeLower();
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// LOG->WriteLine( "RageTextureManager::LoadTexture(%s).", sTexturePath );
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// holder for the new texture
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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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if( m_mapPathToTexture.Lookup( sTexturePath, pTexture ) ) // if the texture already exists in the map
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{
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pTexture->m_iRefCount++;
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if( bForceReload )
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pTexture->Reload( m_iMaxTextureSize, m_iTextureColorDepth, iMipMaps, iAlphaBits, bDither, bStretch );
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LOG->WriteLine( "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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if( sExt == "avi" || sExt == "mpg" || sExt == "mpeg" )
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pTexture = (RageTexture*) new RageMovieTexture( m_pScreen, sTexturePath, m_iMaxTextureSize, m_iTextureColorDepth, iMipMaps, iAlphaBits, bDither, bStretch );
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else
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pTexture = (RageTexture*) new RageBitmapTexture( m_pScreen, sTexturePath, m_iMaxTextureSize, m_iTextureColorDepth, iMipMaps, iAlphaBits, bDither, bStretch );
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LOG->WriteLine( "RageTextureManager: Finished loading '%s' - %d references.", sTexturePath, pTexture->m_iRefCount );
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m_mapPathToTexture.SetAt( sTexturePath, pTexture );
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}
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LOG->WriteLine( "Display: %u MB video memory left", DISPLAY->GetDevice()->GetAvailableTextureMem() );
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return pTexture;
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}
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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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return true;
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else
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return false;
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}
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void RageTextureManager::UnloadTexture( CString sTexturePath )
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{
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sTexturePath.MakeLower();
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// LOG->WriteLine( "RageTextureManager::UnloadTexture(%s).", sTexturePath );
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if( sTexturePath == "" )
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{
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//LOG->WriteLine( "RageTextureManager::UnloadTexture(): tried to Unload a blank texture." );
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return;
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}
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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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LOG->WriteLine( "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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{
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LOG->WriteLine( "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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throw RageException( "Tried to Unload texture '%s' that wasn't loaded.", sTexturePath );
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}
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}
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void RageTextureManager::ReloadAll()
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{
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for( POSITION pos = m_mapPathToTexture.GetStartPosition(); pos != NULL; )
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{
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CString sPath;
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RageTexture* pTexture;
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m_mapPathToTexture.GetNextAssoc( pos, sPath, pTexture );
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pTexture->Reload( m_iMaxTextureSize, m_iTextureColorDepth, 0 ); // this not entirely correct. Hints are lost!
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}
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} |