Fix textures/font lifetimes
This commit is contained in:
+26
-7
@@ -26,17 +26,26 @@ struct Element {
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};
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struct EImage : Element {
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Animation animation;
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int animation_id = -1;
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EImage(Animation animation) : animation(std::move(animation)) {}
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EImage(int animation_id) : animation_id(animation_id) {
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animation_pool.use(animation_id);
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}
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~EImage() {
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if (animation_id != -1)
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animation_pool.release(animation_id);
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}
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Vec2<float> size(Window *window) override {
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Animation &animation = *animation_pool[animation_id];
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if (animation.frames.empty())
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return {0, 0};
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return window->get_image_size(animation.frames[0]);
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}
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void render(Window &window, uint64_t abs_time) override {
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Animation &animation = *animation_pool[animation_id];
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if (animation.frames.empty())
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return;
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@@ -47,11 +56,21 @@ struct EImage : Element {
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struct EText : Element {
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Localization::Key key;
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int font_id;
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int font_id = -1;
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~EText() {
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if (text_id != -1)
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text_pool.release(text_id);
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if (font_id != -1)
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font_pool.release(font_id);
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}
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Color color = {255, 255, 255, 255};
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EText(Localization::Key key, int font_id, Color color)
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: key(key), font_id(font_id), color(color) {}
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: key(key), font_id(font_id), color(color) {
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font_pool.use(font_id);
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}
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Vec2<float> size(Window *window) override {
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return window->get_text_size(text_id);
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@@ -61,7 +80,7 @@ struct EText : Element {
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if (last_language != Localization::current_language || last_key != key || text_id == -1) {
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std::string localized_str = Localization::get(key);
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if (text_id != -1)
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window.unload_text(text_id);
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text_pool.release(text_id);
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text_id = window.create_text(font_id, localized_str.c_str(), localized_str.size(), color);
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last_language = Localization::current_language;
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last_key = key;
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@@ -163,11 +182,11 @@ struct App {
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current_scene_id = scene_id;
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}
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App(Vec2<float> size, const char *title, Animation loading_animation) {
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App(Vec2<float> size, const char *title, int anim_loading) {
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window.update(size, title);
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#warning "Should try to center the loading image or scale it to fit the screen"
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Scene *loading_scene = new Scene{};
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EImage *image = new EImage(loading_animation);
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EImage *image = new EImage(anim_loading);
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int image_id = element_pool.acquire(image);
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loading_scene->add_element(image_id);
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current_scene_id = scene_pool.acquire(loading_scene);
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