Adding a cache for loading in textures
Splitting the code for Gleed2D into seperate files
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@ -69,7 +69,9 @@
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* - Adding SplitFlat extension for Texture2D
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* - Removing uneeded Game Screen checking code
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* - Adding SplitFlat extension with offsets for Texture2D
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* - Adding support for Glee2D
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* - Adding support for Gleed2D
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* - Splitting the code for Gleed2D into seperate files
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* - Adding a cache for loading in textures for Gleed2D
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*
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*/
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@ -23,9 +23,9 @@ namespace Axios.Engine.Glee2D
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{
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}
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public override void load(ContentManager cm, World world)
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public override void load(ContentManager cm, World world, ref Dictionary<string, Texture2D> cache)
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{
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base.load(cm, world);
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base.load(cm, world, ref cache);
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_body = BodyFactory.CreateCircle(world, Radius, 1f);
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_body.Position = Position;
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@ -49,7 +49,7 @@ namespace Axios.Engine.Glee2D
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/// Called by Level.FromFile(filename) on each Item after the deserialization process.
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/// Should be overriden and can be used to load anything needed by the Item (e.g. a texture).
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/// </summary>
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public virtual void load(ContentManager cm, World world)
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public virtual void load(ContentManager cm, World world, ref Dictionary<string, Texture2D> cache)
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{
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}
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@ -38,12 +38,15 @@ namespace Axios.Engine.Glee2D
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/// </summary>
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public SerializableDictionary CustomProperties;
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private Dictionary<string, Texture2D> _texturecache;
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public Level()
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{
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Visible = true;
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Layers = new List<Layer>();
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CustomProperties = new SerializableDictionary();
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_texturecache = new Dictionary<string, Texture2D>();
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}
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public Level(World world)
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@ -52,9 +55,10 @@ namespace Axios.Engine.Glee2D
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Layers = new List<Layer>();
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CustomProperties = new SerializableDictionary();
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_world = world;
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_texturecache = new Dictionary<string, Texture2D>();
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}
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public static Level FromFile(string filename, ContentManager cm, World world)
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public static Level FromFile(string filename, ContentManager cm, World world, ref Dictionary<string, Texture2D> cache)
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{
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FileStream stream = System.IO.File.Open(filename, FileMode.Open);
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XmlSerializer serializer = new XmlSerializer(typeof(Level));
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@ -66,7 +70,7 @@ namespace Axios.Engine.Glee2D
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foreach (Item item in layer.Items)
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{
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item.CustomProperties.RestoreItemAssociations(level);
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item.load(cm, world);
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item.load(cm, world, ref cache);
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}
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}
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@ -26,9 +26,9 @@ namespace Axios.Engine.Glee2D
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{
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}
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public override void load(ContentManager cm, World world)
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public override void load(ContentManager cm, World world, ref Dictionary<string, Texture2D> cache)
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{
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base.load(cm, world);
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base.load(cm, world, ref cache);
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Vertices v = new Vertices(WorldPoints.Length);
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foreach (Vector2 vec in WorldPoints)
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@ -24,9 +24,9 @@ namespace Axios.Engine.Glee2D
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{
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}
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public override void load(ContentManager cm, World world)
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public override void load(ContentManager cm, World world, ref Dictionary<string, Texture2D> cache)
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{
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base.load(cm, world);
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base.load(cm, world, ref cache);
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_body = BodyFactory.CreateRectangle(world, Width, Height, 1f);
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_body.Position = Position;
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@ -77,7 +77,7 @@ namespace Axios.Engine.Glee2D
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/// You must provide your own implementation. However, you can rely on all public fields being
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/// filled by the level deserialization process.
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/// </summary>
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public override void load(ContentManager cm, World world)
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public override void load(ContentManager cm, World world, ref Dictionary<string, Texture2D> cache)
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{
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//throw new NotImplementedException();
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@ -85,7 +85,12 @@ namespace Axios.Engine.Glee2D
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//for example:
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//this.texture = Texture2D.FromFile(<GraphicsDevice>, texture_filename);
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//or by using the Content Pipeline:
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this.texture = cm.Load<Texture2D>(asset_name);
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if (!cache.ContainsKey(asset_name))
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{
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cache[asset_name] = cm.Load<Texture2D>(asset_name);
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}
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this.texture = cache[asset_name];
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//this.texture = cm.Load<Texture2D>(asset_name);
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}
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