Files
itgmania212121/stepmania/src/RageTextureManager.cpp
T
Chris Danford 374eb8c6d7 3.0 is close!
2002-07-02 00:27:58 +00:00

161 lines
5.1 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"
RageTextureManager* TEXTUREMAN = NULL;
//-----------------------------------------------------------------------------
// constructor/destructor
//-----------------------------------------------------------------------------
RageTextureManager::RageTextureManager( RageDisplay* pScreen )
{
assert( pScreen != NULL );
m_pScreen = pScreen;
m_iMaxTextureSize = 2048; // infinite size
m_iTextureColorDepth = 16;
}
RageTextureManager::~RageTextureManager()
{
// delete all textures
POSITION pos = m_mapPathToTexture.GetStartPosition();
CString sPath;
RageTexture* pTexture;
while( pos != NULL ) // iterate over all k/v pairs in map
{
m_mapPathToTexture.GetNextAssoc( pos, sPath, pTexture );
LOG->WriteLine( "TEXTUREMAN LEAK: '%s', RefCount = %d.", sPath, pTexture->m_iRefCount );
SAFE_DELETE( pTexture );
}
m_mapPathToTexture.RemoveAll();
}
//-----------------------------------------------------------------------------
// Load/Unload textures from disk
//-----------------------------------------------------------------------------
RageTexture* RageTextureManager::LoadTexture( CString sTexturePath, bool bForceReload, int iMipMaps, int iAlphaBits, bool bDither, bool bStretch )
{
sTexturePath.MakeLower();
// LOG->WriteLine( "RageTextureManager::LoadTexture(%s).", sTexturePath );
// holder for the new texture
RageTexture* pTexture;
// 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" ).
if( m_mapPathToTexture.Lookup( sTexturePath, pTexture ) ) // if the texture already exists in the map
{
pTexture->m_iRefCount++;
if( bForceReload )
pTexture->Reload( m_iMaxTextureSize, m_iTextureColorDepth, iMipMaps, iAlphaBits, bDither, bStretch );
LOG->WriteLine( "RageTextureManager: '%s' now has %d references.", sTexturePath, pTexture->m_iRefCount );
}
else // the texture is not already loaded
{
CString sDrive, sDir, sFName, sExt;
splitpath( false, sTexturePath, sDrive, sDir, sFName, sExt );
if( sExt == "avi" || sExt == "mpg" || sExt == "mpeg" )
pTexture = (RageTexture*) new RageMovieTexture( m_pScreen, sTexturePath, m_iMaxTextureSize, m_iTextureColorDepth, iMipMaps, iAlphaBits, bDither, bStretch );
else
pTexture = (RageTexture*) new RageBitmapTexture( m_pScreen, sTexturePath, m_iMaxTextureSize, m_iTextureColorDepth, iMipMaps, iAlphaBits, bDither, bStretch );
LOG->WriteLine( "RageTextureManager: Finished loading '%s' - %d references.", sTexturePath, pTexture->m_iRefCount );
m_mapPathToTexture.SetAt( sTexturePath, pTexture );
}
LOG->WriteLine( "Display: %u MB video memory left", DISPLAY->GetDevice()->GetAvailableTextureMem() );
return pTexture;
}
bool RageTextureManager::IsTextureLoaded( CString sTexturePath )
{
sTexturePath.MakeLower();
RageTexture* pTexture;
if( m_mapPathToTexture.Lookup( sTexturePath, pTexture ) ) // if the texture exists in the map
return true;
else
return false;
}
void RageTextureManager::UnloadTexture( CString sTexturePath )
{
sTexturePath.MakeLower();
// LOG->WriteLine( "RageTextureManager::UnloadTexture(%s).", sTexturePath );
if( sTexturePath == "" )
{
//LOG->WriteLine( "RageTextureManager::UnloadTexture(): tried to Unload a blank texture." );
return;
}
RageTexture* pTexture;
if( m_mapPathToTexture.Lookup( sTexturePath, pTexture ) ) // if the texture exists in the map
{
pTexture->m_iRefCount--;
if( pTexture->m_iRefCount == 0 ) // there are no more references to this texture
{
LOG->WriteLine( "RageTextureManager: '%s' will be deleted. It has %d references.", sTexturePath, pTexture->m_iRefCount );
SAFE_DELETE( pTexture ); // free the texture
m_mapPathToTexture.RemoveKey( sTexturePath ); // and remove the key in the map
}
else
{
LOG->WriteLine( "RageTextureManager: '%s' will not be deleted. It still has %d references.", sTexturePath, pTexture->m_iRefCount );
}
}
else // texture not found
{
throw RageException( "Tried to Unload texture '%s' that wasn't loaded.", sTexturePath );
}
}
void RageTextureManager::ReloadAll()
{
for( POSITION pos = m_mapPathToTexture.GetStartPosition(); pos != NULL; )
{
CString sPath;
RageTexture* pTexture;
m_mapPathToTexture.GetNextAssoc( pos, sPath, pTexture );
pTexture->Reload( m_iMaxTextureSize, m_iTextureColorDepth, 0 ); // this not entirely correct. Hints are lost!
}
}