Fix skin texture caching
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36e5a5a92f
commit
ec5106e7ce
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@ -10,6 +10,7 @@ local skinComboBox
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local function onSkinComboBoxOptionChange(self, optionText, optionData)
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local function onSkinComboBoxOptionChange(self, optionText, optionData)
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if Skins.setSkin(optionText) then
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if Skins.setSkin(optionText) then
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g_settings.set('skin', optionText)
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g_settings.set('skin', optionText)
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g_textures.clearTexturesCache()
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g_modules.reloadModules()
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g_modules.reloadModules()
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end
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end
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end
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end
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@ -50,6 +50,11 @@ void TextureManager::terminate()
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m_emptyTexture = nullptr;
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m_emptyTexture = nullptr;
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}
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}
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void TextureManager::clearTexturesCache()
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{
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m_textures.clear();
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}
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TexturePtr TextureManager::getTexture(const std::string& fileName)
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TexturePtr TextureManager::getTexture(const std::string& fileName)
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{
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{
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TexturePtr texture;
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TexturePtr texture;
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@ -31,6 +31,7 @@ public:
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void init();
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void init();
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void terminate();
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void terminate();
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void clearTexturesCache();
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TexturePtr getTexture(const std::string& fileName);
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TexturePtr getTexture(const std::string& fileName);
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const TexturePtr& getEmptyTexture() { return m_emptyTexture; }
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const TexturePtr& getEmptyTexture() { return m_emptyTexture; }
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@ -36,6 +36,7 @@
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#include <framework/util/crypt.h>
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#include <framework/util/crypt.h>
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#include <framework/core/resourcemanager.h>
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#include <framework/core/resourcemanager.h>
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#include <framework/graphics/particlemanager.h>
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#include <framework/graphics/particlemanager.h>
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#include <framework/graphics/texturemanager.h>
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void Application::registerLuaFunctions()
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void Application::registerLuaFunctions()
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{
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{
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@ -225,6 +226,10 @@ void Application::registerLuaFunctions()
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g_lua.bindSingletonFunction("g_graphics", "getRenderer", &Graphics::getRenderer, &g_graphics);
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g_lua.bindSingletonFunction("g_graphics", "getRenderer", &Graphics::getRenderer, &g_graphics);
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g_lua.bindSingletonFunction("g_graphics", "getVersion", &Graphics::getVersion, &g_graphics);
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g_lua.bindSingletonFunction("g_graphics", "getVersion", &Graphics::getVersion, &g_graphics);
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// Textures
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g_lua.registerSingletonClass("g_textures");
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g_lua.bindSingletonFunction("g_textures", "clearTexturesCache", &TextureManager::clearTexturesCache, &g_textures);
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// UI
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// UI
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g_lua.registerSingletonClass("g_ui");
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g_lua.registerSingletonClass("g_ui");
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g_lua.bindSingletonFunction("g_ui", "clearStyles", &UIManager::clearStyles, &g_ui);
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g_lua.bindSingletonFunction("g_ui", "clearStyles", &UIManager::clearStyles, &g_ui);
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