// SectorWideMap.cpp: implementation of the CSectorWideMap class. // ////////////////////////////////////////////////////////////////////// #include "SectorWideMap.h" #include "BaseDataDefine.h" #include "SceneManager.h" #include "GMMemory.h" ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// CSectorWideMap::CSectorWideMap() { for(int i=0;i<3;i++) { strcpy(m_strWidemapName[i],""); strcpy(m_strDetailName[i],""); m_WideMapTexture[i] = NULL; m_DetailTexture[i] = NULL; } } CSectorWideMap::~CSectorWideMap() { if(CSceneManager::m_pResource) { for(int i=0;i<3;i++) { /* if(m_WideMapTexture[i].GetTexture()) m_WideMapTexture[i].DeleteTexture(); if(m_DetailTexture[i].GetTexture()) m_DetailTexture[i].DeleteTexture();*/ if(m_WideMapTexture[i]) { CSceneManager::_ReleaseResource(CROSSM::RESOURCE_TEXTURE,m_WideMapTexture[i]); m_WideMapTexture[i] = NULL; } if(m_DetailTexture[i]) { CSceneManager::_ReleaseResource(CROSSM::RESOURCE_TEXTURE,m_DetailTexture[i]); m_DetailTexture[i] = NULL; } } } } void CSectorWideMap::DelWideTexture() { /* for(int i=0;i<3;i++) { if(m_WideMapTexture[i].GetTexture()) m_WideMapTexture[i].DeleteTexture(); if(m_DetailTexture[i].GetTexture()) m_DetailTexture[i].DeleteTexture(); }*/ //m_WideMapTexture.DeleteTexture(); for(int i = 0; i < 3; i++ ) { if(m_WideMapTexture[i]) { CSceneManager::_ReleaseResource(CROSSM::RESOURCE_TEXTURE,m_WideMapTexture[i]); m_WideMapTexture[i] = NULL; } if(m_DetailTexture[i]) { CSceneManager::_ReleaseResource(CROSSM::RESOURCE_TEXTURE,m_DetailTexture[i]); m_DetailTexture[i] = NULL; } } } void CSectorWideMap::GetWideTexture() { CROSSM::CNTexture::SetPath(WIDETEXTUREPATH); m_nDetail=0; for(int i=0;i<3;i++) { if(m_WideMapTexture[i]) { CSceneManager::_ReleaseResource(CROSSM::RESOURCE_TEXTURE,m_WideMapTexture[i]); m_WideMapTexture[i] = NULL; } if(m_DetailTexture[i]) { CSceneManager::_ReleaseResource(CROSSM::RESOURCE_TEXTURE,m_DetailTexture[i]); m_DetailTexture[i] = NULL; } if(strcmp(m_strDetailName[i],"")!=0) { //m_WideMapTexture[i].Load(m_strWidemapName[i]); //m_DetailTexture[i].Load(m_strDetailName[i]); m_WideMapTexture[i] = (CROSSM::CNTexture *)CSceneManager::_GetResource(CROSSM::RESOURCE_TEXTURE,m_strWidemapName[i]); m_DetailTexture[i] = (CROSSM::CNTexture *)CSceneManager::_GetResource(CROSSM::RESOURCE_TEXTURE,m_strDetailName[i]); m_nDetail++; } else break; } }