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-rw-r--r--Game/Code/Classes/UGraphic.pas40
-rw-r--r--Game/Code/Classes/UTexture.pas70
-rw-r--r--Game/Code/Menu/UMenu.pas62
-rw-r--r--Game/Code/Screens/UScreenSong.pas4
4 files changed, 106 insertions, 70 deletions
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index 7af4b724..afb986e1 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -278,9 +278,9 @@ begin
// zaladowanie tekstur
Log.LogStatus('Loading Textures', 'LoadTextures');
- Tex_Left[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
- Tex_Mid[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), TEXTURE_TYPE_PLAIN, 0); //brauch man die noch?
- Tex_Right[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
+ Tex_Left[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayLeft'), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
+ Tex_Mid[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayMid'), TEXTURE_TYPE_PLAIN, 0); //brauch man die noch?
+ Tex_Right[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayRight'), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
Log.LogStatus('Loading Textures - A', 'LoadTextures');
@@ -292,35 +292,35 @@ begin
LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light');
Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
- Tex_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayLeft'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayMid'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayRight'), TEXTURE_TYPE_COLORIZED, Col);
- Tex_plain_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainLeft')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_plain_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainMid')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_plain_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainRight')), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_plain_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainLeft'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_plain_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainMid'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_plain_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainRight'), TEXTURE_TYPE_COLORIZED, Col);
- Tex_BG_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGLeft')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_BG_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGMid')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_BG_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGRight')), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_BG_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGLeft'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_BG_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGMid'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_BG_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGRight'), TEXTURE_TYPE_COLORIZED, Col);
end;
Log.LogStatus('Loading Textures - B', 'LoadTextures');
- Tex_Note_Perfect_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePerfectStar')), TEXTURE_TYPE_TRANSPARENT, 0);
- Tex_Note_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteStar')) , TEXTURE_TYPE_TRANSPARENT, $FFFFFF);
- Tex_Ball := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
- Tex_Lyric_Help_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
+ Tex_Note_Perfect_Star := Texture.LoadTexture(Skin.GetTextureFileName('NotePerfectStar'), TEXTURE_TYPE_TRANSPARENT, 0);
+ Tex_Note_Star := Texture.LoadTexture(Skin.GetTextureFileName('NoteStar') , TEXTURE_TYPE_TRANSPARENT, $FFFFFF);
+ Tex_Ball := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
+ Tex_Lyric_Help_Bar := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
//TimeBar mod
- Tex_TimeProgress := Texture.LoadTexture(pchar(Skin.GetTextureFileName('TimeBar')));
+ Tex_TimeProgress := Texture.LoadTexture(Skin.GetTextureFileName('TimeBar'));
//eoa TimeBar mod
//SingBar Mod
- Tex_SingBar_Back := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBack')), TEXTURE_TYPE_PLAIN, 0);
- Tex_SingBar_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBar')), TEXTURE_TYPE_PLAIN, 0);
- Tex_SingBar_Front := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarFront')), TEXTURE_TYPE_PLAIN, 0);
+ Tex_SingBar_Back := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBack'), TEXTURE_TYPE_PLAIN, 0);
+ Tex_SingBar_Bar := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBar'), TEXTURE_TYPE_PLAIN, 0);
+ Tex_SingBar_Front := Texture.LoadTexture(Skin.GetTextureFileName('SingBarFront'), TEXTURE_TYPE_PLAIN, 0);
//end Singbar Mod
Log.LogStatus('Loading Textures - C', 'LoadTextures');
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas
index 603592a6..5b572185 100644
--- a/Game/Code/Classes/UTexture.pas
+++ b/Game/Code/Classes/UTexture.pas
@@ -68,6 +68,7 @@ type
TTextureEntry = record
Name: string;
Typ: TTextureType;
+ Color: Cardinal;
// we use normal TTexture, it's easier to implement and if needed - we copy ready data
Texture: TTexture;
@@ -93,14 +94,17 @@ type
CreateCacheMipmap: boolean;
// function GetNumberFor
- function GetTexture(const Name: string; Typ: TTextureType): TTexture; overload;
- function GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture; overload;
- function FindTexture(const Name: string): integer;
+ function GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean = true): TTexture; overload;
+ function GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean = true): TTexture; overload;
+ function FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer;
function LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
function LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
function LoadTexture(const Identifier: string): TTexture; overload;
function CreateTexture(var Data: array of byte; const Name: string; W, H: word; Bits: byte): TTexture;
- procedure UnloadTexture(const Name: string; FromCache: boolean);
+ procedure UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean); overload;
+ procedure UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean); overload;
+ //procedure FlushTextureDatabase();
+
Constructor Create;
Destructor Destroy; override;
end;
@@ -745,12 +749,12 @@ begin
end;
-function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType): TTexture;
+function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture;
begin
- Result := GetTexture(Name, Typ, true);
+ Result := GetTexture(Name, Typ, 0, FromCache);
end;
-function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture;
+function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean): TTexture;
var
T: integer; // texture
C: integer; // cover
@@ -761,7 +765,7 @@ begin
exit;
// find texture entry
- T := FindTexture(Name);
+ T := FindTexture(Name, Typ, Col);
if T = -1 then
begin
@@ -769,8 +773,9 @@ begin
T := Length(TextureDatabase.Texture);
SetLength(TextureDatabase.Texture, T+1);
- TextureDatabase.Texture[T].Name := Name;
- TextureDatabase.Texture[T].Typ := Typ;
+ TextureDatabase.Texture[T].Name := Name;
+ TextureDatabase.Texture[T].Typ := Typ;
+ TextureDatabase.Texture[T].Color := Col;
// inform database that no textures have been loaded into memory
TextureDatabase.Texture[T].Texture.TexNum := -1;
@@ -787,7 +792,7 @@ begin
{$ifdef blindydebug}
Log.LogStatus('...', 'GetTexture('''+Name+''','''+Typ+''')');
{$endif}
- TextureDatabase.Texture[T].Texture := LoadTexture(false, Name, Typ, $0);
+ TextureDatabase.Texture[T].Texture := LoadTexture(false, Name, Typ, Col);
{$ifdef blindydebug}
Log.LogStatus('done',' ');
{$endif}
@@ -814,14 +819,23 @@ begin
end;
end;
-function TTextureUnit.FindTexture(const Name: string): integer;
+function TTextureUnit.FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer;
var
T: integer; // texture
begin
Result := -1;
for T := 0 to high(TextureDatabase.Texture) do
- if (TextureDatabase.Texture[T].Name = Name) then
- Result := T;
+ if (TextureDatabase.Texture[T].Name = Name) and
+ (TextureDatabase.Texture[T].Typ = Typ) then
+ begin
+ // colorized textures must match in their color too
+ if (TextureDatabase.Texture[T].Typ <> TEXTURE_TYPE_COLORIZED) or
+ (TextureDatabase.Texture[T].Color = Col) then
+ begin
+ Result := T;
+ break;
+ end;
+ end;
end;
function TTextureUnit.LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture;
@@ -886,12 +900,17 @@ begin
Result.Name := Name;
end;
-procedure TTextureUnit.UnloadTexture(const Name: string; FromCache: boolean);
+procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean);
+begin
+ UnloadTexture(Name, Typ, 0, FromCache);
+end;
+
+procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean);
var
T: integer;
TexNum: integer;
begin
- T := FindTexture(Name);
+ T := FindTexture(Name, Typ, Col);
if not FromCache then begin
TexNum := TextureDatabase.Texture[T].Texture.TexNum;
@@ -910,6 +929,25 @@ begin
end;
end;
+(* This needs some work
+procedure TTextureUnit.FlushTextureDatabase();
+var
+ i: integer;
+ Tex: ^TTexture;
+begin
+ for i := 0 to High(TextureDatabase.Texture) do
+ begin
+ // only delete non-cached entries
+ if (TextureDatabase.Texture[i].Texture.TexNum <> -1) then
+ begin
+ Tex := @TextureDatabase.Texture[i].Texture;
+ glDeleteTextures(1, PGLuint(Tex^.TexNum));
+ Tex^.TexNum := -1;
+ end;
+ end;
+end;
+*)
+
function TextureTypeToStr(TexType: TTextureType): string;
begin
Result := TextureTypeStr[TexType];
diff --git a/Game/Code/Menu/UMenu.pas b/Game/Code/Menu/UMenu.pas
index 655d27fd..653a6051 100644
--- a/Game/Code/Menu/UMenu.pas
+++ b/Game/Code/Menu/UMenu.pas
@@ -197,8 +197,8 @@ begin
inherited Create;
if Back <> '' then begin
-// BackImg := Texture.LoadTexture(true, PChar(Back), 'JPG', TEXTURE_TYPE_PLAIN, 0);
- BackImg := Texture.LoadTexture(PChar(Back), 'JPG', TEXTURE_TYPE_PLAIN, 0); // new theme system
+// BackImg := Texture.GetTexture(true, Back, TEXTURE_TYPE_PLAIN, 0);
+ BackImg := Texture.GetTexture(Back, TEXTURE_TYPE_PLAIN, 0); // new theme system
BackImg.W := 800;//640;
BackImg.H := 600;//480;
BackW := 1;
@@ -365,15 +365,15 @@ begin
begin
TempCol := RGBFloatToInt(ThemeCollection.Style.ColR, ThemeCollection.Style.ColG, ThemeCollection.Style.ColB);
TempDCol := RGBFloatToInt(ThemeCollection.Style.DColR, ThemeCollection.Style.DColG, ThemeCollection.Style.DColB);
- // give encoded color to loadtexture
+ // give encoded color to GetTexture()
ButtonCollection[Num] := TButtonCollection.Create(
- Texture.LoadTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), TEXTURE_TYPE_COLORIZED, TempCol),
- Texture.LoadTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), TEXTURE_TYPE_COLORIZED, TempDCol));
-
- // Button[Result] := TButton.Create(Texture.LoadTexture(PChar(Name), PChar(Format), PChar(Typ), ((((TempR2 shl 8) or TempG2) shl 8)or TempB2))); // use cache texture
+ Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), TEXTURE_TYPE_COLORIZED, TempCol),
+ Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), TEXTURE_TYPE_COLORIZED, TempDCol));
end
else
+ begin
ButtonCollection[Num] := TButtonCollection.Create(Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), ThemeCollection.Style.Typ, true)); // use cache texture
+ end;
//Set Parent menu
ButtonCollection[Num].ScreenButton := @Self.Button;
@@ -417,8 +417,8 @@ begin
ButtonCollection[Num].Fade := ThemeCollection.Style.Fade;
ButtonCollection[Num].FadeText := ThemeCollection.Style.FadeText;
if (ThemeCollection.Style.Typ = TEXTURE_TYPE_COLORIZED) then
- ButtonCollection[Num].FadeTex := Texture.LoadTexture(
- PChar(Skin.GetTextureFileName(ThemeCollection.Style.FadeTex)), TEXTURE_TYPE_COLORIZED, TempCol)
+ ButtonCollection[Num].FadeTex := Texture.GetTexture(
+ Skin.GetTextureFileName(ThemeCollection.Style.FadeTex), TEXTURE_TYPE_COLORIZED, TempCol)
else
ButtonCollection[Num].FadeTex := Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.FadeTex), ThemeCollection.Style.Typ, true);
ButtonCollection[Num].FadeTexPos := ThemeCollection.Style.FadeTexPos;
@@ -468,9 +468,7 @@ begin
// adds static
StatNum := Length(Static);
SetLength(Static, StatNum + 1);
-// Static[StatNum] := TStatic.Create(Texture.LoadTexture(PChar(Name), PChar(Format), Typ, $FF00FF)); // $FFFFFF
-// Static[StatNum] := TStatic.Create(Texture.LoadTexture(Skin.SkinReg, PChar(Name), PChar(Format), Typ, $FF00FF)); // new skin system
- Static[StatNum] := TStatic.Create(Texture.LoadTexture(Name, Typ, $FF00FF)); // new skin
+ Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ, $FF00FF)); // new skin
// configures static
Static[StatNum].Texture.X := X;
@@ -491,7 +489,6 @@ end;
function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer;
begin
Result := AddStatic(X, Y, W, H, Z, ColR, ColG, ColB, 0, 0, 1, 1, Name, Typ, Color, False, 0);
-//
end;
function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; TexX1, TexY1, TexX2, TexY2: real; const Name: string; Typ: TTextureType; Color: integer; Reflection: Boolean; ReflectionSpacing: Real): integer;
@@ -505,12 +502,13 @@ begin
// colorize hack
if (Typ = TEXTURE_TYPE_COLORIZED) then
begin
- // give encoded color to loadtexture
- Static[StatNum] := TStatic.Create(Texture.LoadTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB)));
+ // give encoded color to GetTexture()
+ Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB)));
end
else
- Static[StatNum] := TStatic.Create(Texture.LoadTexture(Name, Typ, Color)); // new skin
- // Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ));
+ begin
+ Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ, Color)); // new skin
+ end;
// configures static
Static[StatNum].Texture.X := X;
@@ -610,13 +608,16 @@ begin
Button[Result].Fade := ThemeButton.Fade;
Button[Result].FadeText := ThemeButton.FadeText;
if (ThemeButton.Typ = TEXTURE_TYPE_COLORIZED) then begin
- Button[Result].FadeTex := Texture.LoadTexture(
- Skin.GetTextureFileName(ThemeButton.FadeTex), TEXTURE_TYPE_COLORIZED, RGBFloatToInt(ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB));
+ Button[Result].FadeTex := Texture.GetTexture(
+ Skin.GetTextureFileName(ThemeButton.FadeTex), TEXTURE_TYPE_COLORIZED,
+ RGBFloatToInt(ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB));
end
else
+ begin
Button[Result].FadeTex := Texture.GetTexture(Skin.GetTextureFileName(ThemeButton.FadeTex), ThemeButton.Typ, true);
- Button[Result].FadeTexPos := ThemeButton.FadeTexPos;
+ end;
+ Button[Result].FadeTexPos := ThemeButton.FadeTexPos;
BTLen := Length(ThemeButton.Text);
for BT := 0 to BTLen-1 do begin
@@ -681,17 +682,14 @@ begin
// colorize hack
if (Typ = TEXTURE_TYPE_COLORIZED) then
begin
- // give encoded color to loadtexture
- Button[Result] := TButton.Create(Texture.LoadTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB)),
- Texture.LoadTexture(Name, Typ, RGBFloatToInt(DColR, DColG, DColB)));
-
- // Button[Result] := TButton.Create(Texture.LoadTexture(PChar(Name), PChar(Format), PChar(Typ), ((((TempR2 shl 8) or TempG2) shl 8)or TempB2))); // use cache texture
+ // give encoded color to GetTexture()
+ Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB)),
+ Texture.GetTexture(Name, Typ, RGBFloatToInt(DColR, DColG, DColB)));
end
else
-
+ begin
Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ, true)); // use cache texture
- // else
- // Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ, false)); // don't use cache texture}
+ end;
// configures button
Button[Result].X := X;
@@ -1082,7 +1080,7 @@ begin
Selects[S] := TSelect.Create;
if (Typ = TEXTURE_TYPE_COLORIZED) then
- Selects[S].Texture := Texture.LoadTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB))
+ Selects[S].Texture := Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB))
else
Selects[S].Texture := Texture.GetTexture(Name, Typ);
Selects[S].X := X;
@@ -1099,7 +1097,7 @@ begin
Selects[S].DInt := DInt;
if (SBGTyp = TEXTURE_TYPE_COLORIZED) then
- Selects[S].TextureSBG := Texture.LoadTexture(SBGName, SBGTyp, RGBFloatToInt(SBGColR, SBGColG, SBGColB))
+ Selects[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp, RGBFloatToInt(SBGColR, SBGColG, SBGColB))
else
Selects[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp);
Selects[S].TextureSBG.X := X + W + SkipX;
@@ -1242,7 +1240,7 @@ begin
SelectsS[S] := TSelectSlide.Create;
if (Typ = TEXTURE_TYPE_COLORIZED) then
- SelectsS[S].Texture := Texture.LoadTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB))
+ SelectsS[S].Texture := Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB))
else
SelectsS[S].Texture := Texture.GetTexture(Name, Typ);
SelectsS[S].X := X;
@@ -1260,7 +1258,7 @@ begin
SelectsS[S].DInt := DInt;
if (SBGTyp = TEXTURE_TYPE_COLORIZED) then
- SelectsS[S].TextureSBG := Texture.LoadTexture(SBGName, SBGTyp, RGBFloatToInt(SBGColR, SBGColG, SBGColB))
+ SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp, RGBFloatToInt(SBGColR, SBGColG, SBGColB))
else
SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp);
SelectsS[S].TextureSBG.X := X + W + SkipX;
diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas
index 0828a9cb..b26e1569 100644
--- a/Game/Code/Screens/UScreenSong.pas
+++ b/Game/Code/Screens/UScreenSong.pas
@@ -824,7 +824,7 @@ begin
Covers.AddCover({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover);
// unload full size texture
- Texture.UnloadTexture({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover, false);
+ Texture.UnloadTexture({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, false);
// we should also add mipmap texture by calling createtexture and use mipmap cache as data source
end;
@@ -2082,7 +2082,7 @@ begin
Button[Interaction].Texture2.Alpha := 0;
if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then
- Texture.UnloadTexture(Button[Interaction].Texture.Name, false);
+ Texture.UnloadTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false);
end;
procedure TScreenSong.Refresh;