blobwarsAttrition/src/system/textures.c

111 lines
2.3 KiB
C

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