(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
@@ -720,6 +720,25 @@ namespace Barotrauma
} }
}; };
//spacing
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null);
new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomLeft),
TextManager.Get("Cancel"), style: "GUIButtonLarge")
{
IgnoreLayoutGroups = true,
OnClicked = (x, y) =>
{
if (UnsavedSettings)
{
LoadPlayerConfig();
}
if (Screen.Selected == GameMain.MainMenuScreen) GameMain.MainMenuScreen.ReturnToMainMenu(null, null);
GUI.SettingsMenuOpen = false;
return true;
}
};
applyButton = new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomRight), applyButton = new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomRight),
TextManager.Get("ApplySettingsButton"), style: "GUIButtonLarge") TextManager.Get("ApplySettingsButton"), style: "GUIButtonLarge")
{ {
@@ -76,6 +76,9 @@ namespace Barotrauma
partial void InitProjSpecific() partial void InitProjSpecific()
{ {
Prefab.Sprite?.EnsureLazyLoaded();
Prefab.SpecularSprite?.EnsureLazyLoaded();
CurrentSwingAmount = Prefab.SwingAmountRad; CurrentSwingAmount = Prefab.SwingAmountRad;
CurrentScaleOscillation = Prefab.ScaleOscillation; CurrentScaleOscillation = Prefab.ScaleOscillation;
@@ -291,11 +291,6 @@ namespace Barotrauma.Lights
spriteBatch.Draw(HighlightMap, Vector2.Zero, Color.White); spriteBatch.Draw(HighlightMap, Vector2.Zero, Color.White);
spriteBatch.End(); spriteBatch.End();
} }
GameMain.ParticleManager.Draw(spriteBatch, true, null, Particles.ParticleBlendState.Additive);
spriteBatch.End();
//draw a black rectangle on hulls to hide background lights behind subs
//---------------------------------------------------------------------------------------------------
//draw characters to obstruct the highlighted items/characters and light sprites //draw characters to obstruct the highlighted items/characters and light sprites
//--------------------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------------------
@@ -14,7 +14,11 @@ namespace Barotrauma
public Texture2D Texture public Texture2D Texture
{ {
get { return texture; } get
{
EnsureLazyLoaded();
return texture;
}
} }
public Sprite(Texture2D texture, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f) 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; 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() public void ReloadTexture()
{ {
var sprites = LoadedSprites.Where(s => s.Texture == texture).ToList(); var sprites = LoadedSprites.Where(s => s.Texture == texture).ToList();
@@ -72,11 +98,12 @@ namespace Barotrauma
public static Texture2D LoadTexture(string file, bool preMultiplyAlpha = true) public static Texture2D LoadTexture(string file, bool preMultiplyAlpha = true)
{ {
if (string.IsNullOrWhiteSpace(file)) { return new Texture2D(GameMain.GraphicsDeviceManager.GraphicsDevice, 1, 1); } if (string.IsNullOrWhiteSpace(file)) { return new Texture2D(GameMain.GraphicsDeviceManager.GraphicsDevice, 1, 1); }
file = Path.GetFullPath(file); file = Path.GetFullPath(file);
foreach (Sprite s in list) 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)) 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) 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); //DrawSilhouette(spriteBatch, pos, origin, rotate, scale, spriteEffect, depth);
spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth ?? this.depth); spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth ?? this.depth);
} }
@@ -119,7 +146,7 @@ namespace Barotrauma
/// </summary> /// </summary>
public void DrawSilhouette(SpriteBatch spriteBatch, Vector2 pos, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null) 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 x = -1; x <= 1; x += 2)
{ {
for (int y = -1; y <= 1; y += 2) for (int y = -1; y <= 1; y += 2)
@@ -132,6 +159,7 @@ namespace Barotrauma
public void DrawTiled(SpriteBatch spriteBatch, Vector2 position, Vector2 targetSize, public void DrawTiled(SpriteBatch spriteBatch, Vector2 position, Vector2 targetSize,
Rectangle? rect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null) Rectangle? rect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null)
{ {
if (Texture == null) { return; }
//Init optional values //Init optional values
Vector2 drawOffset = startOffset.HasValue ? new Vector2(startOffset.Value.X, startOffset.Value.Y) : Vector2.Zero; Vector2 drawOffset = startOffset.HasValue ? new Vector2(startOffset.Value.X, startOffset.Value.Y) : Vector2.Zero;
Vector2 scale = textureScale ?? Vector2.One; Vector2 scale = textureScale ?? Vector2.One;
@@ -26,10 +26,6 @@ namespace Barotrauma.Items.Components
private float blinkTimer; private float blinkTimer;
private bool itemLoaded;
private float blinkTimer;
public PhysicsBody ParentBody; public PhysicsBody ParentBody;
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)] [Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
@@ -331,10 +331,10 @@ namespace Barotrauma
switch (subElement.Name.ToString().ToLowerInvariant()) switch (subElement.Name.ToString().ToLowerInvariant())
{ {
case "sprite": case "sprite":
Sprite = new Sprite(subElement); Sprite = new Sprite(subElement, lazyLoad: true);
break; break;
case "specularsprite": case "specularsprite":
SpecularSprite = new Sprite(subElement); SpecularSprite = new Sprite(subElement, lazyLoad: true);
break; break;
case "deformablesprite": case "deformablesprite":
DeformableSprite = new DeformableSprite(subElement); DeformableSprite = new DeformableSprite(subElement);
@@ -126,7 +126,7 @@ namespace Barotrauma
CanChangeTo.Add(new LocationTypeChange(Identifier, subElement)); CanChangeTo.Add(new LocationTypeChange(Identifier, subElement));
break; break;
case "portrait": case "portrait":
var portrait = new Sprite(subElement); var portrait = new Sprite(subElement, lazyLoad: true);
if (portrait != null) if (portrait != null)
{ {
portraits.Add(portrait); portraits.Add(portrait);
@@ -28,6 +28,10 @@ namespace Barotrauma
//the offset used when drawing the sprite //the offset used when drawing the sprite
protected Vector2 offset; protected Vector2 offset;
private bool preMultipliedAlpha;
private bool lazyLoad;
protected Vector2 origin; protected Vector2 origin;
//the size of the drawn sprite, if larger than the source, //the size of the drawn sprite, if larger than the source,
@@ -99,8 +103,9 @@ namespace Barotrauma
partial void LoadTexture(ref Vector4 sourceVector, ref bool shouldReturn, bool premultiplyAlpha = true); partial void LoadTexture(ref Vector4 sourceVector, ref bool shouldReturn, bool premultiplyAlpha = true);
partial void CalculateSourceRect(); partial void CalculateSourceRect();
public Sprite(XElement element, string path = "", string file = "", bool? preMultiplyAlpha = null) public Sprite(XElement element, string path = "", string file = "", bool? preMultiplyAlpha = null, bool lazyLoad = false)
{ {
this.lazyLoad = lazyLoad;
SourceElement = element; SourceElement = element;
if (file == "") if (file == "")
{ {
@@ -123,8 +128,12 @@ namespace Barotrauma
Name = SourceElement.GetAttributeString("name", null); Name = SourceElement.GetAttributeString("name", null);
Vector4 sourceVector = SourceElement.GetAttributeVector4("sourcerect", Vector4.Zero); Vector4 sourceVector = SourceElement.GetAttributeVector4("sourcerect", Vector4.Zero);
preMultipliedAlpha = preMultiplyAlpha ?? SourceElement.GetAttributeBool("premultiplyalpha", true);
bool shouldReturn = false; bool shouldReturn = false;
LoadTexture(ref sourceVector, ref shouldReturn, preMultiplyAlpha ?? SourceElement.GetAttributeBool("premultiplyalpha", true)); if (!lazyLoad)
{
LoadTexture(ref sourceVector, ref shouldReturn, preMultipliedAlpha);
}
if (shouldReturn) return; if (shouldReturn) return;
sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W); sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
size = SourceElement.GetAttributeVector2("size", Vector2.One); size = SourceElement.GetAttributeVector2("size", Vector2.One);