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Aquaria/BBGE/Precacher.cpp

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Precacher.h"
#include "Quad.h"
#include "Core.h"
#include "ttvfs_stdio.h"
Precacher::Precacher()
{
}
Precacher::~Precacher()
{
}
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void Precacher::setBaseDir(const std::string& dir)
{
basedir = dir;
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}
void Precacher::clear()
{
texkeep.clear();
}
void Precacher::_Callback(const std::string &file, void *param)
{
Precacher *p = (Precacher*)param;
p->_precacheTex(file);
}
// precacheTex
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// caches one texture
// also support simple wildcard to cache multiple textures
// e.g. naija/*.png
void Precacher::_precacheTex(const std::string &tex)
{
assert(!basedir.empty());
if (tex.empty()) return;
if (tex.find('*')!=std::string::npos)
{
size_t loc = tex.find('*');
std::string path = tex.substr(0, loc);
std::string type = tex.substr(loc+1, tex.size());
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path = basedir + path;
forEachFile(path, type, _Callback, this);
}
else
{
std::string t = tex;
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if (tex.find(basedir) != std::string::npos)
{
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t = tex.substr(basedir.size(), tex.size());
}
todo.push_back(t);
}
}
static void texLoadProgressCallback(size_t done, void *ud)
{
Precacher::ProgressCallback cb = reinterpret_cast<Precacher::ProgressCallback>(ud);
cb();
}
void Precacher::doCache(ProgressCallback progress)
{
if(!todo.empty())
{
std::ostringstream os;
os << "Precacher: Batch-loading " << todo.size() << " textures...";
debugLog(os.str());
std::vector<Texture*> tmp(todo.size());
core->texmgr.loadBatch(&tmp[0], &todo[0], todo.size(), TextureMgr::KEEP,
progress ? texLoadProgressCallback : NULL, reinterpret_cast<void*>(progress));
todo.clear();
texkeep.reserve(texkeep.size() + tmp.size());
for(size_t i = 0; i < tmp.size(); ++i)
texkeep.push_back(tmp[i]);
}
debugLog("Precacher: done");
}
void Precacher::precacheList(const std::string &list, ProgressCallback progress)
{
assert(todo.empty());
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
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InStream in(list.c_str());
std::string t;
while (std::getline(in, t))
{
if(!t.empty())
{
size_t i = t.size();
for( ; i --> 0; )
{
const char bk = t[i];
if(!(bk == '\r' || bk == '\n' || bk == ' ' || bk == '\t')) // linux doesn't like CRLF, make sure to trim that off
break;
}
if(i+1 != t.size())
t.erase(i+1, std::string::npos);
}
if(!t.empty())
_precacheTex(t);
}
in.close();
doCache(progress);
}
void Precacher::precacheTex(const std::string& tex, ProgressCallback progress)
{
_precacheTex(tex);
doCache(progress);
}