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https://github.com/ddnet/ddnet.git
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now put skins in an array to save memory
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parent
21d14b9704
commit
aa46c22e10
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@ -10,16 +10,11 @@
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#include "skins.h"
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CSkins::CSkins()
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{
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m_NumSkins = 0;
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}
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void CSkins::SkinScan(const char *pName, int IsDir, void *pUser)
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{
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CSkins *pSelf = (CSkins *)pUser;
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int l = str_length(pName);
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if(l < 4 || IsDir || pSelf->m_NumSkins == MAX_SKINS)
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if(l < 4 || IsDir)
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return;
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if(str_comp(pName+l-4, ".png") != 0)
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return;
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@ -34,7 +29,8 @@ void CSkins::SkinScan(const char *pName, int IsDir, void *pUser)
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return;
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}
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pSelf->m_aSkins[pSelf->m_NumSkins].m_OrgTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0);
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CSkin Skin;
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Skin.m_OrgTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0);
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int BodySize = 96; // body size
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unsigned char *d = (unsigned char *)Info.m_pData;
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@ -54,7 +50,7 @@ void CSkins::SkinScan(const char *pName, int IsDir, void *pUser)
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}
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}
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pSelf->m_aSkins[pSelf->m_NumSkins].m_BloodColor = normalize(vec3(aColors[0], aColors[1], aColors[2]));
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Skin.m_BloodColor = normalize(vec3(aColors[0], aColors[1], aColors[2]));
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}
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// create colorless version
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@ -107,37 +103,37 @@ void CSkins::SkinScan(const char *pName, int IsDir, void *pUser)
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}
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}
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pSelf->m_aSkins[pSelf->m_NumSkins].m_ColorTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0);
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Skin.m_ColorTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0);
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mem_free(Info.m_pData);
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// set skin data
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str_copy(pSelf->m_aSkins[pSelf->m_NumSkins].m_aName, pName, min((int)sizeof(pSelf->m_aSkins[pSelf->m_NumSkins].m_aName),l-3));
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str_format(aBuf, sizeof(aBuf), "load skin %s", pSelf->m_aSkins[pSelf->m_NumSkins].m_aName);
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str_copy(Skin.m_aName, pName, min((int)sizeof(Skin.m_aName),l-3));
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str_format(aBuf, sizeof(aBuf), "load skin %s", Skin.m_aName);
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pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "game", aBuf);
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pSelf->m_NumSkins++;
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pSelf->m_aSkins.add(Skin);
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}
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void CSkins::Init()
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{
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// load skins
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m_NumSkins = 0;
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m_aSkins.clear();
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Storage()->ListDirectory(IStorage::TYPE_ALL, "skins", SkinScan, this);
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}
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int CSkins::Num()
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{
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return m_NumSkins;
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return m_aSkins.size();
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}
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const CSkins::CSkin *CSkins::Get(int Index)
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{
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return &m_aSkins[Index%m_NumSkins];
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return &m_aSkins[Index%m_aSkins.size()];
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}
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int CSkins::Find(const char *pName)
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{
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for(int i = 0; i < m_NumSkins; i++)
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for(int i = 0; i < m_aSkins.size(); i++)
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{
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if(str_comp(m_aSkins[i].m_aName, pName) == 0)
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return i;
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@ -1,6 +1,7 @@
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#ifndef GAME_CLIENT_COMPONENTS_SKINS_H
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#define GAME_CLIENT_COMPONENTS_SKINS_H
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#include <base/vmath.h>
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#include <base/tl/array.h>
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#include <game/client/component.h>
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class CSkins : public CComponent
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@ -11,12 +12,9 @@ public:
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{
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int m_OrgTexture;
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int m_ColorTexture;
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char m_aName[31];
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char m_aTerm[1];
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char m_aName[32];
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vec3 m_BloodColor;
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} ;
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CSkins();
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};
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void Init();
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@ -26,13 +24,7 @@ public:
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int Find(const char *pName);
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private:
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enum
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{
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MAX_SKINS=256,
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};
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CSkin m_aSkins[MAX_SKINS];
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int m_NumSkins;
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array<CSkin> m_aSkins;
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static void SkinScan(const char *pName, int IsDir, void *pUser);
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};
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@ -34,7 +34,7 @@ MACRO_CONFIG_STR(ClLanguagefile, cl_languagefile, 255, "", CFGFLAG_CLIENT|CFGFLA
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MACRO_CONFIG_INT(PlayerUseCustomColor, player_use_custom_color, 0, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Toggles usage of custom colors")
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MACRO_CONFIG_INT(PlayerColorBody, player_color_body, 65408, 0, 0xFFFFFF, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Player body color")
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MACRO_CONFIG_INT(PlayerColorFeet, player_color_feet, 65408, 0, 0xFFFFFF, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Player feet color")
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MACRO_CONFIG_STR(PlayerSkin, player_skin, 64, "default", CFGFLAG_CLIENT|CFGFLAG_SAVE, "Player skin")
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MACRO_CONFIG_STR(PlayerSkin, player_skin, 32, "default", CFGFLAG_CLIENT|CFGFLAG_SAVE, "Player skin")
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MACRO_CONFIG_INT(UiPage, ui_page, 5, 0, 9, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Interface page")
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MACRO_CONFIG_INT(UiToolboxPage, ui_toolbox_page, 0, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Toolbox page")
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