SDL2 游戏开发日记(六) 纹理缓存

SDL2 游戏开发日记(六) 纹理缓存

功能:图片名字相同的纹理只加载一次,重复使用。

纹理缓存类采用单例模式。支持从文件或者从SDL_RWops中加载纹理

纹理缓存类

#pragma once

#include <SDL.h>
#include <map>

using namespace std;

struct TextureInfo{
	int width;
	int height;
	SDL_Texture *texture;
	TextureInfo(int w, int h, SDL_Texture *tex){
		texture = tex;
		width = w;
		height = h;
	}
	~TextureInfo(){
		if (texture != NULL){
			SDL_DestroyTexture(texture);
			texture = NULL;
		}
	}
};
typedef map<string, TextureInfo*> TextureList;
#define TexCache TextureCache::Instance()

class TextureCache{
private:
	TextureList mTextureList;
	TextureCache(){}
	TextureCache(const TextureCache &){}
	void operator=(const TextureCache &){}
public:
	static TextureCache& Instance(){
		static TextureCache instance;
		return instance;
	}
	~TextureCache(){
		TextureList::iterator iter = mTextureList.begin();
		while (iter != mTextureList.end()){
			delete (iter->second);
			iter++;
		}
		mTextureList.clear();
	}
	TextureInfo* GetTexture(string fileName,SDL_RWops * rwOps = NULL);
	//
	bool AddTexture(string fileName, TextureInfo *textureInfo){
		TextureList::iterator iter = mTextureList.find(fileName);
		if (iter != mTextureList.end()){
			return false;
		}
		mTextureList.insert(make_pair(fileName, textureInfo));
		return true;
	}
	//从缓存中移除
	void RemoveTexture(string fileName){
		TextureList::iterator iter = mTextureList.find(fileName);
		if (iter != mTextureList.end()){
			delete iter->second;
			mTextureList.erase(iter);
		}
	}
};

//TextureCache.cpp

	
#include "stdafx.h"
#include "TextureCache.h"
#include "SDLGame.h"

TextureInfo* TextureCache::GetTexture(string fileName, SDL_RWops * rwOps){
	TextureInfo *info = NULL;
	TextureList::iterator iter = mTextureList.find(fileName);
	if (iter != mTextureList.end()){
		//缓存中有资源
		info = iter->second;
	}
	else{		
		//缓存中没有资源,重新加载。
		SDL_Surface *surface = NULL;
		if (rwOps != NULL){
			surface = IMG_Load_RW(rwOps, 1);
		}
		else{
			surface = IMG_Load(fileName.c_str());
		}
		if (surface != NULL){
			SDL_Texture *texture = SDL_CreateTextureFromSurface(theGame.getRenderer(), surface);
			if (texture != NULL){	
				info = new TextureInfo(surface->w, surface->h, texture);
				//加载成功,放如缓存
				mTextureList.insert(make_pair(fileName, info));
			}
			SDL_FreeSurface(surface);
		}
	}
	return info;
}

更新Renderable类

Renderable释放时不再释放mTexture。由TextrueCache统一释放。

bool Renderable::LoadTexture(string fileName,SDL_RWops *rwOps){
	bool bResult = false;
	TextureInfo *texInfo = TexCache.GetTexture(fileName, rwOps);
	if (texInfo != NULL){
		mTexture = texInfo->texture;
		if (mTexture != NULL){
			if (mRenderRect == NULL)
				mRenderRect = new SDL_Rect();
			mRenderRect->w = texInfo->width;
			mRenderRect->h = texInfo->height;
			mTextureWidth = texInfo->width;
			mTextureHeight = texInfo->height;
			bResult = true;
		}
	}
	return bResult;
}
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转载自blog.csdn.net/drizzlemao/article/details/103604714