/* (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. */ #include #include #include #include #include #include #include "mapimages.h" CMapImages::CMapImages() { m_Count = 0; m_EntitiesTextures = -1; } void CMapImages::OnMapLoad() { IMap *pMap = Kernel()->RequestInterface(); // unload all textures for(int i = 0; i < m_Count; i++) { Graphics()->UnloadTexture(m_aTextures[i]); m_aTextures[i] = -1; } m_Count = 0; int Start; pMap->GetType(MAPITEMTYPE_IMAGE, &Start, &m_Count); // load new textures for(int i = 0; i < m_Count; i++) { m_aTextures[i] = 0; CMapItemImage *pImg = (CMapItemImage *)pMap->GetItem(Start+i, 0, 0); if(pImg->m_External) { char Buf[256]; char *pName = (char *)pMap->GetData(pImg->m_ImageName); str_format(Buf, sizeof(Buf), "mapres/%s.png", pName); m_aTextures[i] = Graphics()->LoadTexture(Buf, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0); } else { 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); } } } void CMapImages::LoadBackground(class IMap *pMap) { // unload all textures for(int i = 0; i < m_Count; i++) { Graphics()->UnloadTexture(m_aTextures[i]); m_aTextures[i] = -1; } m_Count = 0; int Start; pMap->GetType(MAPITEMTYPE_IMAGE, &Start, &m_Count); // load new textures for(int i = 0; i < m_Count; i++) { m_aTextures[i] = 0; CMapItemImage *pImg = (CMapItemImage *)pMap->GetItem(Start+i, 0, 0); if(pImg->m_External) { char Buf[256]; char *pName = (char *)pMap->GetData(pImg->m_ImageName); str_format(Buf, sizeof(Buf), "mapres/%s.png", pName); m_aTextures[i] = Graphics()->LoadTexture(Buf, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0); } else { 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); } } } int CMapImages::GetEntities() { CServerInfo Info; Client()->GetServerInfo(&Info); if(m_EntitiesTextures == -1 || str_comp(m_aEntitiesGameType, Info.m_aGameType)) { // DDNet default to prevent delay in seeing entities char file[64] = "ddnet"; if(IsDDNet(&Info)) str_copy(file, "ddnet", sizeof(file)); else if(IsDDRace(&Info)) str_copy(file, "ddrace", sizeof(file)); else if(IsRace(&Info)) str_copy(file, "race", sizeof(file)); else if(IsFNG(&Info)) str_copy(file, "fng", sizeof(file)); else if(IsVanilla(&Info)) str_copy(file, "vanilla", sizeof(file)); char path[64]; str_format(path, sizeof(path), "editor/entities_clear/%s.png", file); if(m_EntitiesTextures >= 0) Graphics()->UnloadTexture(m_EntitiesTextures); m_EntitiesTextures = Graphics()->LoadTexture(path, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0); str_copy(m_aEntitiesGameType, Info.m_aGameType, sizeof(m_aEntitiesGameType)); } return m_EntitiesTextures; }