cache sprites masks
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@ -88,24 +88,9 @@ TexturePtr SpriteManager::loadSpriteTexture(int id)
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return TexturePtr(new Texture(32, 32, 4, pixels));
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}
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TexturePtr SpriteManager::getSpriteTexture(int id, SpriteMask mask)
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TexturePtr SpriteManager::loadSpriteMask(TexturePtr spriteTex, SpriteMask mask)
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{
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if(id == 0)
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return g_graphics.getEmptyTexture();
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assert(id > 0 && id <= m_spritesCount);
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// load sprites on demand
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Sprite& sprite = m_sprites[id-1];
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if(!sprite.texture)
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sprite.texture = loadSpriteTexture(id);
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//TODO: release unused sprites textures after X seconds
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// to avoid massive texture allocations
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if(mask != SpriteMaskNone) {
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if(!sprite.masks[mask]) {
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auto pixels = sprite.texture->getPixels();
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auto pixels = spriteTex->getPixels();
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static RGBA maskColors[4] = { Color::red.rgba(), Color::green.rgba(), Color::blue.rgba(), Color::yellow.rgba() };
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RGBA maskColor = maskColors[mask];
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@ -123,8 +108,27 @@ TexturePtr SpriteManager::getSpriteTexture(int id, SpriteMask mask)
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currentColor = alphaColor;
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}
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sprite.masks[mask] = TexturePtr(new Texture(32, 32, 4, &pixels[0]));
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return TexturePtr(new Texture(32, 32, 4, &pixels[0]));
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}
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TexturePtr SpriteManager::getSpriteTexture(int id, SpriteMask mask)
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{
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if(id == 0)
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return g_graphics.getEmptyTexture();
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assert(id > 0 && id <= m_spritesCount);
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// load sprites on demand
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Sprite& sprite = m_sprites[id-1];
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if(!sprite.texture)
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sprite.texture = loadSpriteTexture(id);
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//TODO: release unused sprites textures after X seconds
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// to avoid massive texture allocations
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if(mask != SpriteMaskNone) {
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if(!sprite.masks[mask])
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sprite.masks[mask] = loadSpriteMask(sprite.texture, mask);
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return sprite.masks[mask];
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} else
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return sprite.texture;
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@ -24,6 +24,7 @@ public:
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private:
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TexturePtr loadSpriteTexture(int id);
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TexturePtr loadSpriteMask(TexturePtr spriteTex, SpriteMask mask);
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uint32 m_signature;
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uint16 m_spritesCount;
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