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601c8c1504
* The hash of textures is now computed the first time they are used. The hash is recomputed if the content might have changed. * In some games, textures are used as rendering targets (e.g. a mirror or a portal in Portal). The hash calculation of these textures might slow down the game. -> there is an option to disable the computation of hashes for rendering targets. * Enable or Disable the support of tpf mods affect now the game immediately. * Little rearrangements in the GUI. * uMod can now extract the content of mods to disk and the game loads the textures from there. This solves the huge memory problem of uMod.
78 lines
2.0 KiB
C++
78 lines
2.0 KiB
C++
/*
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This file is part of Universal Modding Engine.
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Universal Modding Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Universal Modding Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "uMod_Main.h"
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TextureFileContent::TextureFileContent() : ForceReload(false), pFileName(NULL), pData(NULL), Size(0u), Reference(-1), Hash(0u), RefCounter(1)
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{
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}
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TextureFileContent::~TextureFileContent()
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{
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if (pFileName!=NULL) delete [] pFileName;
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if (pData!=NULL) delete [] pData;
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}
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TextureEntry::TextureEntry(void) : TexContent(NULL), NumberOfTextures(0), Textures(NULL)
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{
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}
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TextureEntry::~TextureEntry()
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{
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//for (int i=0; i<NumberOfTextures; i++) Textures[i]->Release();
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if (Textures!=NULL) delete [] Textures;
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if (TexContent!=NULL) TexContent->Release();
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}
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void TextureEntry::SetContent(TextureFileContent *content)
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{
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if (TexContent!=NULL) TexContent->Release();
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TexContent = content;
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if (TexContent!=NULL) TexContent->AddRef();
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}
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int TextureEntry::AddTexture(IUnknown* tex)
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{
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IUnknown** temp = new IUnknown*[NumberOfTextures+1];
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for (int i=0; i<NumberOfTextures; i++) temp[i] = Textures[i];
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if (Textures!=NULL) delete [] Textures;
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Textures = temp;
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return 0;
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}
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int TextureEntry::RemoveTexture(IUnknown* tex)
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{
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for (int i=0; i<NumberOfTextures; i++) if (Textures[i] == tex)
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{
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NumberOfTextures--;
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for (int j=i; j<NumberOfTextures; j++)
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Textures[j] = Textures[j+1];
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break;
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}
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return 0;
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}
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