Files
itgmania212121/stepmania/src/RageTextureManager.cpp
T
Glenn Maynard c3dfb3bf3a err, oops
2003-04-19 22:38:10 +00:00

222 lines
6.7 KiB
C++

#include "global.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 "arch/MovieTexture/MovieTexture.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageException.h"
#include <time.h>
RageTextureManager* TEXTUREMAN = NULL;
//-----------------------------------------------------------------------------
// constructor/destructor
//-----------------------------------------------------------------------------
RageTextureManager::RageTextureManager()
{
}
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 )
{
LOG->Trace( "RageTextureManager::LoadTexture(%s).", ID.filename.GetString() );
/* We could have two copies of the same bitmap if there are equivalent but
* different paths, e.g. "Bitmaps\me.bmp" and "..\Rage PC Edition\Bitmaps\me.bmp". */
std::map<RageTextureID, RageTexture*>::iterator p = m_mapPathToTexture.find(ID);
while(p != m_mapPathToTexture.end())
{
/* Found the texture. Just increase the refcount and return it. */
p->second->m_iRefCount++;
return p->second;
}
// The texture is not already loaded. Load it.
CString sDir, sFName, sExt;
splitpath( ID.filename, sDir, sFName, sExt );
sExt.MakeLower();
RageTexture* pTexture;
if( sExt == ".avi" || sExt == ".mpg" || sExt == ".mpeg" )
pTexture = MakeRageMovieTexture( ID );
else
pTexture = new RageBitmapTexture( ID );
LOG->Trace( "RageTextureManager: Loaded '%s'.", ID.filename.GetString() );
m_mapPathToTexture[ID] = pTexture;
return pTexture;
}
void RageTextureManager::CacheTexture( RageTextureID ID )
{
RageTexture* pTexture = LoadTexture( ID );
pTexture->m_bCacheThis |= true;
UnloadTexture( pTexture );
}
void RageTextureManager::UnloadTexture( RageTexture *t )
{
t->m_iRefCount--;
ASSERT( t->m_iRefCount >= 0 );
if( t->m_iRefCount )
return; /* Can't unload textures that are still referenced. */
bool bDeleteThis = false;
/* 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).
*/
if( t->IsAMovie() )
bDeleteThis = true;
if( !m_bDelayedDelete || !t->m_bCacheThis )
bDeleteThis = true;
if( bDeleteThis )
DeleteTexture( t );
}
void RageTextureManager::DeleteTexture( RageTexture *t )
{
ASSERT( t->m_iRefCount==0 );
LOG->Trace( "RageTextureManager: deleting '%s'.", t->GetID().filename.GetString() );
m_mapPathToTexture.erase( t->GetID() ); // remove map entry
SAFE_DELETE( t ); // free the texture
}
void RageTextureManager::GarbageCollect( GCType type )
{
// Search for old textures with refcount==0 to unload
LOG->Trace("Performing texture garbage collection.");
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* t = j->second;
if( t->m_iRefCount )
continue; /* Can't unload textures that are still referenced. */
bool bDeleteThis = false;
if( type==cached_textures && !m_bDelayedDelete )
bDeleteThis = true;
if( type==delayed_delete )
bDeleteThis = true;
if( bDeleteThis )
DeleteTexture( t );
}
}
void RageTextureManager::ReloadAll()
{
for( std::map<RageTextureID, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
{
i->second->Reload();
}
}
/* 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()
{
std::map<RageTextureID, RageTexture*>::iterator i;
for( i = m_mapPathToTexture.begin(); i != m_mapPathToTexture.end(); ++i)
{
RageTexture* pTexture = i->second;
pTexture->Invalidate();
}
/* We're going to have to reload all loaded textures. Let's get rid
* of all unreferenced textures, so we don't reload a ton of cached
* data that we're not necessarily going to use.
*
* This must be done *after* we Invalidate above, to let the texture
* know its OpenGL texture number is invalid. If we don't do that,
* it'll try to free it. */
for( 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 )
{
SAFE_DELETE( pTexture ); // free the texture
m_mapPathToTexture.erase(j); // and remove the key in the map
}
}
}
bool RageTextureManager::SetPrefs( int iTextureColorDepth, bool bDelayedDelete, int iMaxTextureResolution )
{
bool need_reload = false;
if( m_bDelayedDelete != bDelayedDelete ||
m_iTextureColorDepth != iTextureColorDepth ||
m_iMaxTextureResolution != iMaxTextureResolution )
need_reload = true;
m_bDelayedDelete = bDelayedDelete;
m_iTextureColorDepth = iTextureColorDepth;
m_iMaxTextureResolution = iMaxTextureResolution;
ASSERT( m_iTextureColorDepth==16 || m_iTextureColorDepth==32 );
return need_reload;
}