* Added to the F3 Debug Overlay is a "Texture:" label that counts the number of textures currently loaded by the (SDL2) render engine. * Added Teardown() functions to Level, Doodad and the Chunker they both use to free up SDL2 textures for all their cached graphics. * The Canvas.Destroy() function now cleans up all textures that the Canvas is responsible for: calling the Teardown() of the Level or Doodad, calling Destroy() on all level actors, and cleaning up Wallpaper textures. * The Destroy() method of the game's various Scenes will properly Destroy() their canvases to clean up when transitioning to another scene. The MainScene, MenuScene, EditorScene and PlayScene. * Fix the sprites package to actually cache the ui.Image widgets. The game has very few sprites so no need to free them just yet. Some tricky places that were leaking textures have been cleaned up: * Canvas.InstallActors() destroys the canvases of existing actors before it reinitializes the list and installs the replacements. * The DraggableActor when the user is dragging an actor around their level cleans up the blueprint masked drag/drop actor before nulling it out. Misc changes: * The player character cheats during Play Mode will immediately swap out the player character on the current level. * Properly call the Close() function instead of Hide() to dismiss popup windows. The Close() function itself calls Hide() but also triggers WindowClose event handlers. The Doodad Dropper subscribes to its close event to free textures for all its doodad canvases.
102 lines
2.1 KiB
Go
102 lines
2.1 KiB
Go
/*
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Package sprites manages miscellaneous in-game sprites.
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The sprites are relatively few for UI purposes. Their textures are
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loaded ONE time and cached in this package for performance.
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*/
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package sprites
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import (
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"bytes"
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"errors"
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"image/png"
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"io/ioutil"
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"os"
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"runtime"
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"git.kirsle.net/apps/doodle/assets"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/wasm"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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// Cache of loaded sprites.
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var cache = map[string]*ui.Image{}
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// FlushCache clears the sprites cache.
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func FlushCache() {
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panic("TODO: free textures")
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}
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// LoadImage loads a sprite as a ui.Image object. It checks Doodle's embedded
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// bindata, then the filesystem before erroring out.
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//
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// NOTE: only .png images supported as of now. TODO
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func LoadImage(e render.Engine, filename string) (*ui.Image, error) {
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if cached, ok := cache[filename]; ok {
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return cached, nil
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}
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// Try the bindata first.
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if data, err := assets.Asset(filename); err == nil {
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log.Debug("sprites.LoadImage: %s from bindata", filename)
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img, err := png.Decode(bytes.NewBuffer(data))
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if err != nil {
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return nil, err
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}
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if image, err := ui.ImageFromImage(img); err == nil {
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cache[filename] = image
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return image, nil
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} else {
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return nil, err
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}
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}
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// WASM: try the file over HTTP ajax request.
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if runtime.GOOS == "js" {
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data, err := wasm.HTTPGet(filename)
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if err != nil {
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return nil, err
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}
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img, err := png.Decode(bytes.NewBuffer(data))
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if err != nil {
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return nil, err
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}
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if image, err := ui.ImageFromImage(img); err == nil {
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cache[filename] = image
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return image, nil
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} else {
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return nil, err
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}
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}
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// Then try the file system.
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if _, err := os.Stat(filename); !os.IsNotExist(err) {
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log.Debug("sprites.LoadImage: %s from filesystem", filename)
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data, err := ioutil.ReadFile(filename)
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if err != nil {
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return nil, err
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}
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img, err := png.Decode(bytes.NewBuffer(data))
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if err != nil {
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return nil, err
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}
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if image, err := ui.ImageFromImage(img); err == nil {
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cache[filename] = image
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return image, nil
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} else {
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return nil, err
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}
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}
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return nil, errors.New("no such sprite found")
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}
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