From 62c4bbdbc5ddb61836bc6aa57d0cce33ef55e7e5 Mon Sep 17 00:00:00 2001 From: tobigun Date: Mon, 31 Mar 2008 16:51:40 +0000 Subject: Now colorized textures are appended to the TTextureDatabase too. This will prevent USDX from loading textures for buttons, statics etc. multiple times. This saves approx. 100MB of memory (100MB instead of 200MB, which is still too many) and speeds-up the loading process (starts in 3-6secs now instead of 12secs). git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@992 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Menu/UMenu.pas | 62 +++++++++++++++++++++++------------------------- 1 file changed, 30 insertions(+), 32 deletions(-) (limited to 'Game/Code/Menu') 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; -- cgit v1.2.3