#include "gameconfig.hpp"
#include "file_system.hpp"
#include "log.hpp"
+#include "texture.hpp"
TextureManager* texture_manager = NULL;
Texture*
TextureManager::create_image_texture(const std::string& filename)
{
- SDL_Surface* image = IMG_Load_RW(get_physfs_SDLRWops(filename), 1);
- if(image == 0) {
- std::ostringstream msg;
- msg << "Couldn't load image '" << filename << "' :" << SDL_GetError();
- throw std::runtime_error(msg.str());
- }
-
- Texture* result = 0;
try {
- result = new_texture(image);
- result->set_filename(filename);
- } catch(...) {
- delete result;
+
+ SDL_Surface* image = IMG_Load_RW(get_physfs_SDLRWops(filename), 1);
+ if(image == 0) {
+ std::ostringstream msg;
+ msg << "Couldn't load image '" << filename << "' :" << SDL_GetError();
+ throw std::runtime_error(msg.str());
+ }
+
+ Texture* result = 0;
+ try {
+ result = new_texture(image);
+ result->set_filename(filename);
+ } catch(...) {
+ delete result;
+ SDL_FreeSurface(image);
+ throw;
+ }
+
SDL_FreeSurface(image);
- throw;
- }
+ return result;
+
+ } catch (const std::runtime_error& err) {
+ const std::string dummy_texture_fname = "images/engine/missing.png";
+ if (filename == dummy_texture_fname) throw err;
+
+ // on error, try loading placeholder file
+ try {
+
+ Texture* tex = create_image_texture(dummy_texture_fname);
+ log_warning << "Couldn't load texture '" << filename << "' (now using dummy texture): " << err.what() << std::endl;
+ return tex;
+
+ } catch (...) {
- SDL_FreeSurface(image);
- return result;
+ // on error (when loading placeholder), try using empty surface
+ try {
+
+ SDL_Surface* image = SDL_CreateRGBSurface(0, 1024, 1024, 8, 0, 0, 0, 0);
+ if(image == 0) {
+ throw err;
+ }
+
+ Texture* result = 0;
+ try {
+ result = new_texture(image);
+ result->set_filename("-dummy-texture-.png");
+ } catch(...) {
+ delete result;
+ SDL_FreeSurface(image);
+ throw err;
+ }
+
+ SDL_FreeSurface(image);
+ log_warning << "Couldn't load texture '" << filename << "' (now using empty one): " << err.what() << std::endl;
+ return result;
+
+ // on error (when trying to use empty surface), give up
+ } catch (const std::runtime_error& err) {
+ throw err;
+ }
+ }
+ }
}
#ifdef HAVE_OPENGL
void
TextureManager::save_textures()
{
+#ifdef GL_PACK_ROW_LENGTH
+ /* all this stuff is not support by OpenGL ES */
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
glPixelStorei(GL_PACK_SKIP_IMAGES, 0);
+#endif
+
glPixelStorei(GL_PACK_ALIGNMENT, 1);
for(Textures::iterator i = textures.begin(); i != textures.end(); ++i) {
save_texture(*i);
SavedTexture saved_texture;
saved_texture.texture = texture;
glBindTexture(GL_TEXTURE_2D, texture->get_handle());
+
+ //this doesn't work with OpenGL ES (but we don't need it on the GP2X anyway)
+#ifndef GL_VERSION_ES_CM_1_0
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH,
&saved_texture.width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT,
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE,
saved_texture.pixels);
+#endif
saved_textures.push_back(saved_texture);
void
TextureManager::reload_textures()
{
+#ifdef GL_UNPACK_ROW_LENGTH
+ /* OpenGL ES doesn't support these */
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
+#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for(std::vector<SavedTexture>::iterator i = saved_textures.begin();