111 lines
2.3 KiB
C
111 lines
2.3 KiB
C
/*
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Copyright (C) 2018 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "textures.h"
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static Texture *addTextureToCache(const char *name, SDL_Texture *texture);
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Texture *getTexture(const char *name);
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static Texture textures[NUM_TEXTURE_BUCKETS];
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void initTextures(void)
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{
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memset(&textures, 0, sizeof(Texture) * NUM_TEXTURE_BUCKETS);
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}
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static Texture *addTextureToCache(const char *name, SDL_Texture *texture)
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{
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Texture *t, *new;
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int i;
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i = hashcode(name) % NUM_TEXTURE_BUCKETS;
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t = &textures[i];
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/* horrible bit to look for the tail */
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while (t->next)
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{
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t = t->next;
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}
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new = malloc(sizeof(Texture));
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memset(new, 0, sizeof(Texture));
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STRNCPY(new->name, name, MAX_DESCRIPTION_LENGTH);
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new->texture = texture;
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t->next = new;
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return new;
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}
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static Texture *loadTexture(const char *filename)
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{
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SDL_Texture *texture;
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Loading %s", filename);
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texture = IMG_LoadTexture(app.renderer, getFileLocation(filename));
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return addTextureToCache(filename, texture);
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}
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Texture *getTexture(const char *filename)
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{
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Texture *t;
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int i;
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i = hashcode(filename) % NUM_TEXTURE_BUCKETS;
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/* check if the texture is already loaded */
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for (t = textures[i].next ; t != NULL ; t = t->next)
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{
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if (strcmp(t->name, filename) == 0)
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{
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return t;
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}
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}
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "%s not in texture cache", filename);
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return loadTexture(filename);
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}
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void destroyTextures(void)
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{
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Texture *t, *next;
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int i;
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for (i = 0 ; i < NUM_TEXTURE_BUCKETS ; i++)
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{
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t = textures[i].next;
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while (t)
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{
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next = t->next;
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SDL_DestroyTexture(t->texture);
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free(t);
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t = next;
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}
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textures[i].next = NULL;
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}
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}
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