ddnet/src/game/client/components/mapimages.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/graphics.h>
#include <engine/map.h>
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#include <engine/storage.h>
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#include <game/client/component.h>
#include <game/mapitems.h>
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#include "mapimages.h"
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CMapImages::CMapImages()
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{
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m_Count = 0;
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}
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void CMapImages::OnMapLoad()
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{
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IMap *pMap = Kernel()->RequestInterface<IMap>();
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// unload all textures
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for(int i = 0; i < m_Count; i++)
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{
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Graphics()->UnloadTexture(m_aTextures[i]);
m_aTextures[i] = -1;
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}
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m_Count = 0;
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int Start;
pMap->GetType(MAPITEMTYPE_IMAGE, &Start, &m_Count);
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// load new textures
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for(int i = 0; i < m_Count; i++)
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{
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m_aTextures[i] = 0;
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CMapItemImage *pImg = (CMapItemImage *)pMap->GetItem(Start+i, 0, 0);
if(pImg->m_External)
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{
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char Buf[256];
char *pName = (char *)pMap->GetData(pImg->m_ImageName);
str_format(Buf, sizeof(Buf), "mapres/%s.png", pName);
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m_aTextures[i] = Graphics()->LoadTexture(Buf, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0);
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}
else
{
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void *pData = pMap->GetData(pImg->m_ImageData);
m_aTextures[i] = Graphics()->LoadTextureRaw(pImg->m_Width, pImg->m_Height, CImageInfo::FORMAT_RGBA, pData, CImageInfo::FORMAT_RGBA, 0);
pMap->UnloadData(pImg->m_ImageData);
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}
}
}