X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Flibgame%2Fimage.c;h=76d9b183b730b1ef85511a101d869038b18aa8c9;hp=799b28bb926cd2e07960aba5a744a6c36e1b3195;hb=30f5fd7b8f2235820dcbe638a18319d802317530;hpb=76ae1ac5119938169d8201d94bd44fedaa4e298b diff --git a/src/libgame/image.c b/src/libgame/image.c index 799b28bb..76d9b183 100644 --- a/src/libgame/image.c +++ b/src/libgame/image.c @@ -25,9 +25,13 @@ struct ImageInfo int original_height; /* original image file height */ boolean contains_small_images; /* set after adding small images */ + boolean contains_textures; /* set after adding GPU textures */ boolean scaled_up; /* set after scaling up */ - int game_tile_size; /* size of in-game sized bitmap */ + int conf_tile_size; /* tile size as defined in config */ + int game_tile_size; /* tile size as resized for game */ + + char *leveldir; /* level set when image was loaded */ }; typedef struct ImageInfo ImageInfo; @@ -53,10 +57,14 @@ static void *Load_Image(char *filename) img_info->original_height = img_info->bitmaps[IMG_BITMAP_STANDARD]->height; img_info->contains_small_images = FALSE; + img_info->contains_textures = FALSE; img_info->scaled_up = FALSE; + img_info->conf_tile_size = 0; // will be set later img_info->game_tile_size = 0; // will be set later + img_info->leveldir = NULL; // will be set later + return img_info; } @@ -248,29 +256,132 @@ void ReloadCustomImages() print_timestamp_done("ReloadCustomImages"); } -void CreateImageWithSmallImages(int pos, int zoom_factor, int tile_size) +static boolean CheckIfImageContainsSmallImages(ImageInfo *img_info, + int tile_size) { - ImageInfo *img_info = getImageInfoEntryFromImageID(pos); + if (!img_info->contains_small_images) + return FALSE; + + // at this point, small images already exist for this image; + // now do some checks that may require re-creating small (or in-game) images + + // special case 1: + // + // check if the configured tile size for an already loaded image has changed + // from one level set to another; this should usually not happen, but if a + // custom artwork set redefines classic (or default) graphics with wrong tile + // size (by mistake or by intention), it will be corrected to its original + // tile size here by forcing complete re-creation of all small images again + + if (!strEqual(img_info->leveldir, leveldir_current->identifier) && + img_info->conf_tile_size != tile_size) + { + int bitmap_nr = GET_BITMAP_ID_FROM_TILESIZE(img_info->conf_tile_size); + int i; - if (img_info == NULL) - return; + // free all calculated, resized bitmaps, but keep last configured size + for (i = 0; i < NUM_IMG_BITMAPS; i++) + { + if (i == bitmap_nr) + continue; + + if (img_info->bitmaps[i]) + { + FreeBitmap(img_info->bitmaps[i]); + + img_info->bitmaps[i] = NULL; + } + } + + // re-create small bitmaps from last configured size as new default size + if (bitmap_nr != IMG_BITMAP_STANDARD) + { + img_info->bitmaps[IMG_BITMAP_STANDARD] = img_info->bitmaps[bitmap_nr]; + img_info->bitmaps[bitmap_nr] = NULL; + } + + img_info->contains_small_images = FALSE; + + return FALSE; + } - if (img_info->contains_small_images) + // special case 1 (continued): + // + // if different tile sizes are used in same image file (usually by mistake, + // like forgetting option ".tile_size" for one or more graphic definitions), + // make sure to use only the first tile size that is processed for this image + // (and ignore all subsequent, potentially different tile size definitions + // for this image within the current level set by disabling the above check) + + setString(&img_info->leveldir, leveldir_current->identifier); + + // special case 2: + // + // graphic config setting "game.tile_size" has changed since last level set; + // this may require resizing image to new size required for in-game graphics + + if (img_info->game_tile_size != gfx.game_tile_size) { - if (img_info->game_tile_size != gfx.game_tile_size) - ReCreateGameTileSizeBitmap(img_info->bitmaps); + ReCreateGameTileSizeBitmap(img_info->bitmaps); img_info->game_tile_size = gfx.game_tile_size; + } + + return TRUE; +} +void CreateImageWithSmallImages(int pos, int zoom_factor, int tile_size) +{ + ImageInfo *img_info = getImageInfoEntryFromImageID(pos); + + if (img_info == NULL) + return; + + if (CheckIfImageContainsSmallImages(img_info, tile_size)) return; - } CreateBitmapWithSmallBitmaps(img_info->bitmaps, zoom_factor, tile_size); img_info->contains_small_images = TRUE; img_info->scaled_up = TRUE; // scaling was also done here + img_info->conf_tile_size = tile_size; img_info->game_tile_size = gfx.game_tile_size; + + setString(&img_info->leveldir, leveldir_current->identifier); +} + +void CreateImageTextures(int pos) +{ + ImageInfo *img_info = getImageInfoEntryFromImageID(pos); + + if (img_info == NULL || img_info->contains_textures) + return; + + CreateBitmapTextures(img_info->bitmaps); + + img_info->contains_textures = TRUE; +} + +void FreeImageTextures(int pos) +{ + ImageInfo *img_info = getImageInfoEntryFromImageID(pos); + + if (img_info == NULL || !img_info->contains_textures) + return; + + FreeBitmapTextures(img_info->bitmaps); + + img_info->contains_textures = FALSE; +} + +void FreeAllImageTextures() +{ + int num_images = getImageListSize(); + int i; + + for (i = 0; i < num_images; i++) + FreeImageTextures(i); } void ScaleImage(int pos, int zoom_factor)