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authorBjørn Lindeijer <bjorn@lindeijer.nl>2006-07-24 00:13:24 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2006-07-24 00:13:24 +0000
commit4789ebb11407eb9402c385f3cc6fa242d91214c2 (patch)
tree6bf5bed52073ae19ef4b5b08e7fe92af603f04d8 /src/engine.cpp
parent1b7ff9ad4160fd0ff79d2da658eca8d8c8abf815 (diff)
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Implemented caching of spritesets, including a lot of cleanups to the new
animation system. Action now refers to the Spriteset directly and AnimatedSprite refers to the current Action directly instead of using the std::map with a std::string constantly. Some methods and parameters are marked as const. The READ_PROP macro was replaced by static methods. Warnings are logged when unnamed actions are defined or when actions refer to undefined imagesets. Code is more tolerant towards missing actions.
Diffstat (limited to 'src/engine.cpp')
-rw-r--r--src/engine.cpp25
1 files changed, 14 insertions, 11 deletions
diff --git a/src/engine.cpp b/src/engine.cpp
index c5cf5c1a..b1fb9b4b 100644
--- a/src/engine.cpp
+++ b/src/engine.cpp
@@ -38,8 +38,6 @@
#include "map.h"
#include "sound.h"
-#include "graphic/spriteset.h"
-
#include "gui/gui.h"
#include "gui/minimap.h"
@@ -49,6 +47,7 @@
#include "resources/itemmanager.h"
#include "resources/mapreader.h"
#include "resources/resourcemanager.h"
+#include "resources/spriteset.h"
#include "utils/dtor.h"
#include "utils/tostring.h"
@@ -75,12 +74,12 @@ Engine::Engine(Network *network):
// Load the sprite sets
ResourceManager *resman = ResourceManager::getInstance();
- npcset = resman->createSpriteset("graphics/sprites/npcs.png", 50, 80);
- emotionset = resman->createSpriteset("graphics/sprites/emotions.png",
+ npcset = resman->getSpriteset("graphics/sprites/npcs.png", 50, 80);
+ emotionset = resman->getSpriteset("graphics/sprites/emotions.png",
30, 32);
for (int i = 0; i < 2; i++)
{
- Spriteset *tmp = ResourceManager::getInstance()->createSpriteset(
+ Spriteset *tmp = ResourceManager::getInstance()->getSpriteset(
"graphics/sprites/weapon" + toString(i) + ".png", 64, 64);
if (!tmp) {
logger->error("Unable to load weaponset");
@@ -88,11 +87,10 @@ Engine::Engine(Network *network):
weaponset.push_back(tmp);
}
}
- itemset = resman->createSpriteset("graphics/sprites/items.png", 32, 32);
+ itemset = resman->getSpriteset("graphics/sprites/items.png", 32, 32);
if (!npcset) logger->error("Unable to load NPC spriteset!");
if (!emotionset) logger->error("Unable to load emotions spriteset!");
- //if (!weaponset) logger->error("Unable to load weapon spriteset!");
if (!itemset) logger->error("Unable to load item spriteset!");
// Initialize item manager
@@ -102,11 +100,16 @@ Engine::Engine(Network *network):
Engine::~Engine()
{
// Delete sprite sets
- delete npcset;
- delete emotionset;
- for_each(weaponset.begin(), weaponset.end(), make_dtor(weaponset));
+ npcset->decRef();
+ emotionset->decRef();
+ itemset->decRef();
+
+ std::vector<Spriteset *>::iterator iter;
+ for (iter = weaponset.begin(); iter != weaponset.end(); ++iter)
+ {
+ (*iter)->decRef();
+ }
weaponset.clear();
- delete itemset;
delete itemDb;