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// See our content files to point to our save game location. This won't actually save a file here- but it allows us to set these up as in-memory ContentFiles on load
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// Meaning that our loading code doesn't need to care about whether it's loading a savegame or a file- it just sees it as an already loaded, cached bitmap
// When this method exits, our Scene object will be destroyed, which will cause problems if you try to restart it. To avoid this, set the Scene to load to the preset object with the same name.
RTEAssert(imageFile, "Failed to open file prior to reading info of image file with following path and name:\n\n" + m_DataPath + "\n\nThe file may not exist or be corrupt.");
/// Reloads all BITMAPs in the cache from disk, allowing any changes to be reflected at runtime.
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staticvoidReloadAllBitmaps();
@@ -176,6 +179,7 @@ namespace RTE {
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static std::unordered_map<size_t, std::string> s_PathHashes; //!< Static map containing the hash values of paths of all loaded data files.
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static std::array<std::unordered_map<std::string, BITMAP*>, BitDepths::BitDepthCount> s_LoadedBitmaps; //!< Static map containing all the already loaded BITMAPs and their paths for each bit depth.
static std::unordered_map<std::string, FMOD::Sound*> s_LoadedSamples; //!< Static map containing all the already loaded FSOUND_SAMPLEs and their paths.
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std::string m_DataPath; //!< The path to this ContentFile's data file. In the case of an animation, this filename/name will be appended with 000, 001, 002 etc.
@@ -189,6 +193,7 @@ namespace RTE {
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std::string m_DataPathAndReaderPosition; //!< The path to this ContentFile's data file combined with the ini file and line it is being read from. This is used for logging.
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int m_DataModuleID; //!< Data Module ID of where this was loaded from.
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bool m_IsMemoryPNG; //!< If true, we will not attempt to read this file on disk, and instead will let external code set us up.
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#pragma region Image Info Getters
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/// Gets the specified image info from this ContentFile's data file on disk.
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