Functions to free up (SDL2) texture memory
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@ -79,6 +79,11 @@ func (t *Texture) Image() image.Image {
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return nil
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}
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// Free the texture. Doesn't do anything in the Canvas engine currently.
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func (t *Texture) Free() error {
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return nil
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}
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// LoadTexture recalls a cached texture image.
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func (e *Engine) LoadTexture(name string) (render.Texturer, error) {
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if tex, ok := e.textures[name]; ok {
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@ -94,5 +99,13 @@ func (e *Engine) Copy(t render.Texturer, src, dist render.Rect) {
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// e.canvas.ctx2d.Call("drawImage", tex.image, dist.X, dist.Y)
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e.canvas.ctx2d.Call("drawImage", tex.canvas, dist.X, dist.Y)
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}
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// FreeTextures flushes the texture cache.
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func (e *Engine) FreeTextures() int {
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var len = len(e.textures)
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for name := range e.textures {
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delete(e.textures, name)
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}
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return len
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}
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@ -34,6 +34,10 @@ type Engine interface {
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LoadTexture(name string) (Texturer, error)
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Copy(t Texturer, src, dst Rect)
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// Teardown and free memory for all textures, returning the number
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// of textures that were freed.
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FreeTextures() int
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// Delay for a moment using the render engine's delay method,
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// implemented by sdl.Delay(uint32)
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Delay(uint32)
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@ -49,4 +53,5 @@ type Engine interface {
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type Texturer interface {
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Size() Rect
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Image() image.Image
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Free() error // teardown and free memory
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}
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@ -23,6 +23,7 @@ func (r *Renderer) Copy(t render.Texturer, src, dst render.Rect) {
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// Texture can hold on to SDL textures for caching and optimization.
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type Texture struct {
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render *Renderer // backref to free them up thoroughly
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tex *sdl.Texture
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image image.Image
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width int32
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@ -62,6 +63,7 @@ func (r *Renderer) StoreTexture(name string, img image.Image) (render.Texturer,
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}
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tex := &Texture{
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render: r,
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width: surface.W,
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height: surface.H,
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tex: texture,
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@ -72,6 +74,32 @@ func (r *Renderer) StoreTexture(name string, img image.Image) (render.Texturer,
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return tex, nil
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}
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// CountTextures is a custom function for the SDL2 Engine only that returns the
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// size of the engine texture cache.
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//
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// Returns the number of (Go) Texture objects (which hold cached image.Image
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// and can garbage collect nicely) and the number of those which also have
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// SDL2 Texture objects (which need to be freed manually).
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func (r *Renderer) CountTextures() (bitmaps int, sdl2textures int) {
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var withTex int // ones with active SDL2 Texture objects
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for _, tex := range r.textures {
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if tex.tex != nil {
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withTex++
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}
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}
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return len(r.textures), withTex
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}
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// ListTextures is a custom function to peek into the SDL2 texture cache names.
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func (r *Renderer) ListTextures() []string {
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var keys = []string{}
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for key := range r.textures {
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keys = append(keys, key)
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}
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return keys
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}
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// Size returns the dimensions of the texture.
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func (t *Texture) Size() render.Rect {
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return render.NewRect(int(t.width), int(t.height))
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@ -82,10 +110,44 @@ func (t *Texture) Image() image.Image {
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return t.image
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}
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// Free the SDL2 texture object.
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func (t *Texture) Free() error {
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var err error
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if t.tex != nil {
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err = t.tex.Destroy()
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t.tex = nil
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}
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// Free up the cached texture too to garbage collect the image.Image cache etc.
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for name, tex := range t.render.textures {
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if tex == t {
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delete(t.render.textures, name)
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break
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}
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}
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return err
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}
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// LoadTexture initializes a texture from a bitmap image.
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func (r *Renderer) LoadTexture(name string) (render.Texturer, error) {
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if tex, ok := r.textures[name]; ok {
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// If the SDL2 texture had been freed, recreate it.
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if tex.tex == nil {
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return r.StoreTexture(name, tex.image)
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}
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return tex, nil
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}
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return nil, fmt.Errorf("LoadTexture(%s): not found in texture cache", name)
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}
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// FreeTextures flushes the internal cache of SDL2 textures and frees their memory.
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func (r *Renderer) FreeTextures() int {
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var num = len(r.textures)
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for name, tex := range r.textures {
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delete(r.textures, name)
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tex.tex.Destroy()
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}
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return num
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}
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