(d041dfb1b) Implemented lazy sprite loading (= the texture isn't loaded until it's accessed for the first time). Atm only used in LevelObjectPrefabs and location portraits.

This commit is contained in:
Joonas Rikkonen
2019-04-03 16:25:02 +03:00
parent 4685121eee
commit 92713cf587
8 changed files with 68 additions and 18 deletions
@@ -14,7 +14,11 @@ namespace Barotrauma
public Texture2D Texture
{
get { return texture; }
get
{
EnsureLazyLoaded();
return texture;
}
}
public Sprite(Texture2D texture, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f)
@@ -51,6 +55,28 @@ namespace Barotrauma
if (sourceVector.W == 0.0f) sourceVector.W = texture.Height;
}
public void EnsureLazyLoaded()
{
if (!lazyLoad || texture != null) { return; }
Vector4 sourceVector = Vector4.Zero;
bool temp2 = false;
LoadTexture(ref sourceVector, ref temp2, preMultipliedAlpha);
if (sourceRect.Width == 0 && sourceRect.Height == 0)
{
sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
size = SourceElement.GetAttributeVector2("size", Vector2.One);
size.X *= sourceRect.Width;
size.Y *= sourceRect.Height;
RelativeOrigin = SourceElement.GetAttributeVector2("origin", new Vector2(0.5f, 0.5f));
}
foreach (Sprite s in list)
{
if (s == this) { continue; }
if (s.FullPath == FullPath && s.texture != null) { s.texture = texture; }
}
}
public void ReloadTexture()
{
var sprites = LoadedSprites.Where(s => s.Texture == texture).ToList();
@@ -72,11 +98,12 @@ namespace Barotrauma
public static Texture2D LoadTexture(string file, bool preMultiplyAlpha = true)
{
if (string.IsNullOrWhiteSpace(file)) { return new Texture2D(GameMain.GraphicsDeviceManager.GraphicsDevice, 1, 1); }
file = Path.GetFullPath(file);
foreach (Sprite s in list)
{
if (s.FullPath == file) return s.texture;
if (s.FullPath == file && s.texture != null) { return s.texture; }
}
if (File.Exists(file))
@@ -109,7 +136,7 @@ namespace Barotrauma
public virtual void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
{
if (texture == null) return;
if (Texture == null) { return; }
//DrawSilhouette(spriteBatch, pos, origin, rotate, scale, spriteEffect, depth);
spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth ?? this.depth);
}
@@ -119,7 +146,7 @@ namespace Barotrauma
/// </summary>
public void DrawSilhouette(SpriteBatch spriteBatch, Vector2 pos, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
{
if (texture == null) return;
if (Texture == null) { return; }
for (int x = -1; x <= 1; x += 2)
{
for (int y = -1; y <= 1; y += 2)
@@ -132,6 +159,7 @@ namespace Barotrauma
public void DrawTiled(SpriteBatch spriteBatch, Vector2 position, Vector2 targetSize,
Rectangle? rect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null)
{
if (Texture == null) { return; }
//Init optional values
Vector2 drawOffset = startOffset.HasValue ? new Vector2(startOffset.Value.X, startOffset.Value.Y) : Vector2.Zero;
Vector2 scale = textureScale ?? Vector2.One;