void WadImageCache::initialize_cache()
{
	FileSpecifier info;
	info.SetToImageCacheDir();
	info.AddPart("Cache.ini");
	if (!info.Exists())
		return;
	
	InfoTree pt;
	try {
		pt = InfoTree::load_ini(info);
	} catch (InfoTree::ini_error e) {
		logError("Could not read image cache from %s (%s)", info.GetPath(), e.what());
	}
	
	for (InfoTree::iterator it = pt.begin(); it != pt.end(); ++it)
	{
		std::string name = it->first;
		InfoTree ptc = it->second;
		
		WadImageDescriptor desc;
		
		std::string path;
		ptc.read("path", path);
		desc.file = FileSpecifier(path);
		
		ptc.read("checksum", desc.checksum);
		ptc.read("index", desc.index);
		ptc.read("tag", desc.tag);
		
		int width = 0;
		ptc.read("width", width);
		int height = 0;
		ptc.read("height", height);
		size_t filesize = 0;
		ptc.read("filesize", filesize);
		
		cache_key_t key = cache_key_t(desc, width, height);
		cache_value_t val = cache_value_t(name, filesize);
		m_used.push_front(cache_pair_t(key, val));
		m_cacheinfo[key] = m_used.begin();
		m_cachesize += filesize;
	}
}
Exemple #2
0
bool
Gui::display(movie_root* m)
{
    assert(m == _stage); // why taking this arg ??

    assert(_started);
    
    InvalidatedRanges changed_ranges;
    bool redraw_flag;
    
    // Should the frame be rendered completely, even if it did not change?
#ifdef FORCE_REDRAW
    redraw_flag = true;
#else	
    redraw_flag = _redraw_flag || want_redraw();
#endif	
    
    // reset class member if we do a redraw now
    if (redraw_flag) _redraw_flag=false;
    
    // Find out the surrounding frame of all characters which
    // have been updated. This just checks what region of the stage has changed
    // due to ActionScript code, the timeline or user events. The GUI can still
    // choose to render a different part of the stage. 
    //
    if (!redraw_flag) {
        
        // choose snapping ranges factor 
        changed_ranges.setSnapFactor(1.3f);  
	
        // Use multi ranges only when GUI/Renderer supports it
        // (Useless CPU overhead, otherwise)
        changed_ranges.setSingleMode(!want_multiple_regions());
        
        // scan through all sprites to compute invalidated bounds  
        m->add_invalidated_bounds(changed_ranges, false);
	
        // grow ranges by a 2 pixels to avoid anti-aliasing issues		
        changed_ranges.growBy(40.0f / _xscale);
	
        // optimize ranges
        changed_ranges.combineRanges();	
    }
    
    // TODO: Remove this and want_redraw to avoid confusion!?
    if (redraw_flag)  {
        changed_ranges.setWorld();
    }
    
    // DEBUG ONLY:
    // This is a good place to inspect the invalidated bounds state. Enable
    // the following block (and parts of it) if you need to. 
#if 0
    {
        // This may print a huge amount of information, but is useful to analyze
        // the (visible) object structure of the movie and the flags of the
        // characters. For example, a characters should have set the 
        // m_child_invalidated flag if at least one of it's childs has the
        // invalidated flag set.
        log_debug("DUMPING CHARACTER TREE"); 
        
        InfoTree tr;
        InfoTree::iterator top = tr.begin();
        _stage->getMovieInfo(tr, top);
        
        for (InfoTree::iterator i = tr.begin(), e = tr.end();
             i != e; ++i) {
            std::cout << std::string(tr.depth(i) * 2, ' ') << i->first << ": " << 
                i->second << std::endl;
        }
        
        
        // less verbose, and often necessary: see the exact coordinates of the
        // invalidated bounds (mainly to see if it's NULL or something else).	
        std::cout << "Calculated changed ranges: " << changed_ranges << "\n";
    }
#endif
    
    // Avoid drawing of stopped movies
    if ( ! changed_ranges.isNull() ) { // use 'else'?
        // Tell the GUI(!) that we only need to update this
        // region. Note the GUI can do whatever it wants with
        // this information. It may simply ignore the bounds
        // (which will normally lead into a complete redraw),
        // or it may extend or shrink the bounds as it likes. So,
        // by calling set_invalidated_bounds we have no guarantee
        // that only this part of the stage is rendered again.
#ifdef REGION_UPDATES_DEBUGGING_FULL_REDRAW
        // redraw the full screen so that only the
        // *new* invalidated region is visible
        // (helps debugging)
        InvalidatedRanges world_ranges;
        world_ranges.setWorld();
        setInvalidatedRegions(world_ranges);
#else
        setInvalidatedRegions(changed_ranges);
#endif
        
        // TODO: should this be called even if we're late ?
        beforeRendering();
        
        // Render the frame, if not late.
        // It's up to the GUI/renderer combination
        // to do any clipping, if desired.     
        m->display();
        
        // show invalidated region using a red rectangle
        // (Flash debug style)
        IF_DEBUG_REGION_UPDATES (
            if (_renderer.get() && !changed_ranges.isWorld()) {
                for (size_t rno = 0; rno < changed_ranges.size(); rno++) {
                    const geometry::Range2d<int>& bounds = 
                        changed_ranges.getRange(rno);
                    
                    float xmin = bounds.getMinX();
                    float xmax = bounds.getMaxX();
                    float ymin = bounds.getMinY();
                    float ymax = bounds.getMaxY();
                    
                    const std::vector<point> box = {
                        point(xmin, ymin),
                        point(xmax, ymin),
                        point(xmax, ymax),
                        point(xmin, ymax)
                    };
                    
                    _renderer->draw_poly(box, rgba(0,0,0,0), rgba(255,0,0,255),
                                         SWFMatrix(), false);
                    
                }
            }
        );