Fix skin texture caching

master
Eduardo Bart 12 years ago
parent 36e5a5a92f
commit ec5106e7ce

@ -10,6 +10,7 @@ local skinComboBox
local function onSkinComboBoxOptionChange(self, optionText, optionData)
if Skins.setSkin(optionText) then
g_settings.set('skin', optionText)
g_textures.clearTexturesCache()
g_modules.reloadModules()
end
end

@ -50,6 +50,11 @@ void TextureManager::terminate()
m_emptyTexture = nullptr;
}
void TextureManager::clearTexturesCache()
{
m_textures.clear();
}
TexturePtr TextureManager::getTexture(const std::string& fileName)
{
TexturePtr texture;

@ -31,6 +31,7 @@ public:
void init();
void terminate();
void clearTexturesCache();
TexturePtr getTexture(const std::string& fileName);
const TexturePtr& getEmptyTexture() { return m_emptyTexture; }

@ -36,6 +36,7 @@
#include <framework/util/crypt.h>
#include <framework/core/resourcemanager.h>
#include <framework/graphics/particlemanager.h>
#include <framework/graphics/texturemanager.h>
void Application::registerLuaFunctions()
{
@ -225,6 +226,10 @@ void Application::registerLuaFunctions()
g_lua.bindSingletonFunction("g_graphics", "getRenderer", &Graphics::getRenderer, &g_graphics);
g_lua.bindSingletonFunction("g_graphics", "getVersion", &Graphics::getVersion, &g_graphics);
// Textures
g_lua.registerSingletonClass("g_textures");
g_lua.bindSingletonFunction("g_textures", "clearTexturesCache", &TextureManager::clearTexturesCache, &g_textures);
// UI
g_lua.registerSingletonClass("g_ui");
g_lua.bindSingletonFunction("g_ui", "clearStyles", &UIManager::clearStyles, &g_ui);

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