A globally shared sheet builder leaks memory and resources between mod switches. Instead, we create and inject the sheet builder during mod startup to ensure we still share the builder across all fonts, but can reclaim it when the mod is unloaded.
148 lines
3.5 KiB
C#
148 lines
3.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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namespace OpenRA.Graphics
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{
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[Serializable]
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public class SheetOverflowException : Exception
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{
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public SheetOverflowException(string message)
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: base(message) { }
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}
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public enum SheetType
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{
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Indexed = 1,
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DualIndexed = 2,
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BGRA = 4,
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}
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public sealed class SheetBuilder : IDisposable
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{
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public readonly SheetType Type;
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readonly List<Sheet> sheets = new List<Sheet>();
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readonly Func<Sheet> allocateSheet;
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Sheet current;
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TextureChannel channel;
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int rowHeight = 0;
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Point p;
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public static Sheet AllocateSheet(int sheetSize)
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{
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return new Sheet(new Size(sheetSize, sheetSize));
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}
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public SheetBuilder(SheetType t)
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: this(t, Game.Settings.Graphics.SheetSize) { }
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public SheetBuilder(SheetType t, int sheetSize)
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: this(t, () => AllocateSheet(sheetSize)) { }
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public SheetBuilder(SheetType t, Func<Sheet> allocateSheet)
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{
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channel = TextureChannel.Red;
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Type = t;
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current = allocateSheet();
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sheets.Add(current);
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this.allocateSheet = allocateSheet;
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}
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public Sprite Add(ISpriteFrame frame) { return Add(frame.Data, frame.Size, frame.Offset); }
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public Sprite Add(byte[] src, Size size) { return Add(src, size, float2.Zero); }
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public Sprite Add(byte[] src, Size size, float2 spriteOffset)
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{
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// Don't bother allocating empty sprites
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if (size.Width == 0 || size.Height == 0)
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return new Sprite(current, Rectangle.Empty, spriteOffset, channel, BlendMode.Alpha);
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var rect = Allocate(size, spriteOffset);
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Util.FastCopyIntoChannel(rect, src);
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current.CommitData();
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return rect;
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}
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public Sprite Add(Bitmap src)
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{
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var rect = Allocate(src.Size);
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Util.FastCopyIntoSprite(rect, src);
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current.CommitData();
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return rect;
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}
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public Sprite Add(Size size, byte paletteIndex)
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{
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var data = new byte[size.Width * size.Height];
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for (var i = 0; i < data.Length; i++)
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data[i] = paletteIndex;
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return Add(data, size);
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}
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TextureChannel? NextChannel(TextureChannel t)
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{
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var nextChannel = (int)t + (int)Type;
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if (nextChannel > (int)TextureChannel.Alpha)
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return null;
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return (TextureChannel)nextChannel;
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}
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public Sprite Allocate(Size imageSize) { return Allocate(imageSize, float2.Zero); }
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public Sprite Allocate(Size imageSize, float2 spriteOffset)
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{
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if (imageSize.Width + p.X > current.Size.Width)
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{
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p = new Point(0, p.Y + rowHeight);
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rowHeight = imageSize.Height;
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}
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if (imageSize.Height > rowHeight)
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rowHeight = imageSize.Height;
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if (p.Y + imageSize.Height > current.Size.Height)
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{
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var next = NextChannel(channel);
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if (next == null)
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{
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current.ReleaseBuffer();
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current = allocateSheet();
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sheets.Add(current);
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channel = TextureChannel.Red;
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}
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else
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channel = next.Value;
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rowHeight = imageSize.Height;
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p = new Point(0, 0);
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}
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var rect = new Sprite(current, new Rectangle(p, imageSize), spriteOffset, channel, BlendMode.Alpha);
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p.X += imageSize.Width;
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return rect;
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}
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public Sheet Current { get { return current; } }
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public void Dispose()
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{
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foreach (var sheet in sheets)
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sheet.Dispose();
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sheets.Clear();
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}
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}
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}
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