NEW FEATURE: F4-F8: Toggle Fullscreen, Change Resolution, Change Display Color, Change Texture Color, Toggle Statistics NEW FEATURE: Remebers last selected Steps NEW FEATURE: Stage number saved to .ini file. BUG FIX: Default key buttons don't work if .ini file not present on startup CHANGE: Hold Arrows are now drawn last to first, like in DDR MAX. NEW FEATURE: Hold Arrows allow you to not hold the button for a second without NG'ing them. CHANGE: Regular Arrows on the same line as a Hold Arrow now appear green. NEW FEATURE: Hold Arrows now turn gray player doesn't hold the button. NEW FEATURE: More texture loading hints (DITHER, NO_MIP_MAPS) for increased quality and faster loading time.
135 lines
4.1 KiB
C++
135 lines
4.1 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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File: RageTextureManager.cpp
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Desc: Interface for loading and releasing textures.
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Copyright (c) 2001 Chris Danford. All rights reserved.
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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 <assert.h>
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LPRageTextureManager TM = 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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{
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assert( pScreen != NULL );
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m_pScreen = pScreen;
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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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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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}
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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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LPRageTexture RageTextureManager::LoadTexture( CString sTexturePath, DWORD dwHints, bool bForceReload )
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{
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// RageLog( "RageTextureManager::LoadTexture(%s).", sTexturePath );
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// holder for the new texture
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LPRageTexture 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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}
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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 = (LPRageTexture) 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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RageLog( "RageTextureManager: allocating space for '%s' (%ux%u).", sTexturePath, pTexture->GetTextureWidth(), pTexture->GetTextureHeight() );
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m_mapPathToTexture.SetAt( sTexturePath, pTexture );
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}
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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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// RageLog( "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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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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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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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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}
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}
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