diff options
Diffstat (limited to 'Game')
-rw-r--r-- | Game/Code/Classes/UGraphic.pas | 40 | ||||
-rw-r--r-- | Game/Code/Classes/UTexture.pas | 70 | ||||
-rw-r--r-- | Game/Code/Menu/UMenu.pas | 62 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSong.pas | 4 |
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;
|