add Textures module and load DFHack logo
undocumented for now since it's internal. in the future, perhaps this could morph into a dynamic texture loading facility for toolsdevelop
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#pragma once
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#include "Export.h"
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#include "ColorText.h"
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namespace DFHack {
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/**
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* The Textures module - loads and provides access to DFHack textures
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* \ingroup grp_modules
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* \ingroup grp_textures
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*/
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namespace Textures {
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/**
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* Call this on DFHack init and on every viewscreen change so we can reload
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* and reindex textures as needed.
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*/
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void init(DFHack::color_ostream &out);
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/**
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* Call this when DFHack is being unloaded.
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*
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*/
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void cleanup();
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/**
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* Get first texpos for the DFHack logo. This texpos and the next 11 make up the
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* 4x3 grid of logo textures that can be displayed on the UI layer.
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*/
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DFHACK_EXPORT long getDfhackLogoTexposStart();
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}
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}
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#include "Internal.h"
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#include "modules/Textures.h"
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#include "Debug.h"
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#include "PluginManager.h"
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#include "df/enabler.h"
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using df::global::enabler;
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using namespace DFHack;
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namespace DFHack {
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DBG_DECLARE(core, textures, DebugCategory::LINFO);
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}
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static bool g_loaded = false;
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static long g_num_dfhack_textures = 0;
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static long g_dfhack_logo_texpos_start = -1;
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static DFLibrary *g_sdl_handle = nullptr;
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static DFLibrary *g_sdl_image_handle = nullptr;
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static const std::vector<std::string> SDL_LIBS {
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"SDLreal.dll",
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"SDL.framework/Versions/A/SDL",
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"SDL.framework/SDL",
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"libSDL-1.2.so.0"
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};
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static const std::vector<std::string> SDL_IMAGE_LIBS {
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"SDL_image.dll",
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"SDL_image.framework/Versions/A/SDL_image",
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"SDL_image.framework/SDL_image",
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"libSDL_image-1.2.so.0"
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};
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DFSDL_Surface * (*g_IMG_Load)(const char *) = nullptr;
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int (*g_SDL_SetAlpha)(DFSDL_Surface *, uint32_t, uint8_t) = nullptr;
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DFSDL_Surface * (*g_SDL_CreateRGBSurface)(uint32_t, int, int, int, uint32_t, uint32_t, uint32_t, uint32_t);
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int (*g_SDL_UpperBlit)(DFSDL_Surface *, DFSDL_Rect *, DFSDL_Surface *, DFSDL_Rect *);
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DFSDL_Surface * (*g_SDL_ConvertSurface)(DFSDL_Surface *, const DFSDL_PixelFormat *, uint32_t);
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void (*g_SDL_FreeSurface)(DFSDL_Surface *);
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// Converts an arbitrary Surface to something like the display format
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// (32-bit RGBA), and converts magenta to transparency if convert_magenta is set
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// and the source surface didn't already have an alpha channel.
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// It also deletes the source surface.
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//
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// It uses the same pixel format (RGBA, R at lowest address) regardless of
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// hardware.
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DFSDL_Surface * canonicalize_format(DFSDL_Surface *src) {
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DFSDL_PixelFormat fmt;
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fmt.palette = NULL;
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fmt.BitsPerPixel = 32;
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fmt.BytesPerPixel = 4;
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fmt.Rloss = fmt.Gloss = fmt.Bloss = fmt.Aloss = 0;
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//#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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// fmt.Rshift = 24; fmt.Gshift = 16; fmt.Bshift = 8; fmt.Ashift = 0;
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//#else
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fmt.Rshift = 0; fmt.Gshift = 8; fmt.Bshift = 16; fmt.Ashift = 24;
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//#endif
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fmt.Rmask = 255 << fmt.Rshift;
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fmt.Gmask = 255 << fmt.Gshift;
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fmt.Bmask = 255 << fmt.Bshift;
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fmt.Amask = 255 << fmt.Ashift;
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fmt.colorkey = 0;
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fmt.alpha = 255;
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DFSDL_Surface *tgt = g_SDL_ConvertSurface(src, &fmt, 0); // SDL_SWSURFACE
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g_SDL_FreeSurface(src);
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return tgt;
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}
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const uint32_t TILE_WIDTH_PX = 8;
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const uint32_t TILE_HEIGHT_PX = 12;
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static size_t load_textures(color_ostream & out, const char * fname,
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long *texpos_start) {
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if (!g_sdl_handle || !g_sdl_image_handle || !g_IMG_Load || !g_SDL_SetAlpha
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|| !g_SDL_CreateRGBSurface || !g_SDL_UpperBlit
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|| !g_SDL_ConvertSurface || !g_SDL_FreeSurface)
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return 0;
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DFSDL_Surface *s = g_IMG_Load(fname);
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if (!s) {
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out.printerr("unable to load textures from '%s'\n", fname);
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return 0;
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}
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s = canonicalize_format(s);
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g_SDL_SetAlpha(s, 0, 255);
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int dimx = s->w / TILE_WIDTH_PX;
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int dimy = s->h / TILE_HEIGHT_PX;
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long count = 0;
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for (int y = 0; y < dimy; y++) {
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for (int x = 0; x < dimx; x++) {
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DFSDL_Surface *tile = g_SDL_CreateRGBSurface(0, // SDL_SWSURFACE
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TILE_WIDTH_PX, TILE_HEIGHT_PX, 32,
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s->format->Rmask, s->format->Gmask, s->format->Bmask,
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s->format->Amask);
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g_SDL_SetAlpha(tile, 0,255);
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DFSDL_Rect vp;
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vp.x = TILE_WIDTH_PX * x;
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vp.y = TILE_HEIGHT_PX * y;
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vp.w = TILE_WIDTH_PX;
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vp.h = TILE_HEIGHT_PX;
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g_SDL_UpperBlit(s, &vp, tile, NULL);
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if (!count++)
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*texpos_start = enabler->textures.raws.size();
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enabler->textures.raws.push_back(tile);
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}
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}
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g_SDL_FreeSurface(s);
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DEBUG(textures,out).print("loaded %zd textures from '%s'\n", count, fname);
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return count;
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}
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// DFHack could conceivably be loaded at any time, so we need to be able to
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// handle loading textures before or after a world is loaded.
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// If a world is already loaded, then append our textures to the raws. they'll
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// be freed when the world is unloaded and we'll reload when we get to the title
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// screen. If it's pre-world, append our textures and then adjust the "init"
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// texture count so our textures will no longer be freed when worlds are
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// unloaded.
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//
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void Textures::init(color_ostream &out) {
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auto & textures = enabler->textures;
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long num_textures = textures.raws.size();
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if (num_textures <= g_dfhack_logo_texpos_start)
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g_loaded = false;
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if (g_loaded)
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return;
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for (auto &lib_str : SDL_LIBS) {
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if ((g_sdl_handle = OpenPlugin(lib_str.c_str())))
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break;
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}
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for (auto &lib_str : SDL_IMAGE_LIBS) {
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if ((g_sdl_image_handle = OpenPlugin(lib_str.c_str())))
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break;
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}
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if (!g_sdl_handle) {
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out.printerr("Could not find SDL; DFHack textures not loaded.\n");
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} else if (!g_sdl_image_handle) {
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out.printerr("Could not find SDL_image; DFHack textures not loaded.\n");
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} else {
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#define bind(handle, name) \
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g_##name = (decltype(g_##name))LookupPlugin(handle, #name); \
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if (!g_##name) { \
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out.printerr("Could not find: " #name "; DFHack textures not loaded\n"); \
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}
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bind(g_sdl_image_handle, IMG_Load);
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bind(g_sdl_handle, SDL_SetAlpha);
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bind(g_sdl_handle, SDL_CreateRGBSurface);
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bind(g_sdl_handle, SDL_UpperBlit);
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bind(g_sdl_handle, SDL_ConvertSurface);
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bind(g_sdl_handle, SDL_FreeSurface);
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#undef bind
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}
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bool is_pre_world = num_textures == textures.init_texture_size;
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g_num_dfhack_textures = load_textures(out, "hack/data/art/dfhack.png",
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&g_dfhack_logo_texpos_start);
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DEBUG(textures,out).print("loaded %zd textures\n", g_num_dfhack_textures);
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if (is_pre_world)
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textures.init_texture_size += g_num_dfhack_textures;
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// NOTE: when GL modes are supported, we'll have to re-upload textures here
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g_loaded = true;
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}
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// It's ok to leave NULLs in the raws list (according to usage in g_src)
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void Textures::cleanup() {
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if (!g_loaded)
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return;
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auto & textures = enabler->textures;
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auto &raws = textures.raws;
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size_t texpos_end = g_dfhack_logo_texpos_start + g_num_dfhack_textures;
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for (size_t idx = g_dfhack_logo_texpos_start; idx <= texpos_end; ++idx) {
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SDL_FreeSurface(raws[idx]);
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raws[idx] = NULL;
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}
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if (g_dfhack_logo_texpos_start == textures.init_texture_size - g_num_dfhack_textures)
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textures.init_texture_size -= g_num_dfhack_textures;
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g_loaded = false;
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g_num_dfhack_textures = 0;
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g_dfhack_logo_texpos_start = -1;
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if (g_sdl_handle) {
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ClosePlugin(g_sdl_handle);
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g_sdl_handle = nullptr;
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}
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}
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long Textures::getDfhackLogoTexposStart() {
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return g_dfhack_logo_texpos_start;
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}
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