| 18 | } |
| 19 | |
| 20 | void PreloadedTextures::Preload(bool all) |
| 21 | { |
| 22 | if (_data.Size() >= MaxPreloadedTexture) |
| 23 | { |
| 24 | return; |
| 25 | } |
| 26 | _data.Clear(); |
| 27 | _data.Resize(MaxPreloadedTexture); |
| 28 | |
| 29 | const ParamEntry& tp = Remaster >> "CfgPreloadTextures"; |
| 30 | auto loadTex = [&](const char* key) -> Ref<Texture> |
| 31 | { |
| 32 | RStringB name = tp >> key; |
| 33 | if (name.GetLength() == 0) |
| 34 | return nullptr; |
| 35 | return GlobLoadTexture(name); |
| 36 | }; |
| 37 | |
| 38 | _data[TextureDefault] = loadTex("textureDefault"); |
| 39 | GetDefaultTexture() = _data[TextureDefault].GetRef(); |
| 40 | _data[TextureWhite] = loadTex("textureWhite"); |
| 41 | _data[TextureBlack] = loadTex("textureBlack"); |
| 42 | _data[TextureLine] = loadTex("textureLine"); // 8x8 |
| 43 | // we want 4x4 mipmap level only |
| 44 | if (_data[TextureLine]) |
| 45 | { |
| 46 | _data[TextureLine]->SetMipmapRange(1, 1); |
| 47 | } |
| 48 | |
| 49 | if (!all) |
| 50 | { |
| 51 | return; |
| 52 | } |
| 53 | |
| 54 | _data[TrackTexture] = loadTex("trackTexture"); |
| 55 | _data[TrackTextureFour] = loadTex("trackTextureFour"); |
| 56 | |
| 57 | _data[Corner] = GlobLoadTexture(GetPictureName(Pars >> "CfgInGameUI" >> "imageCornerElement")); |
| 58 | |
| 59 | const ParamEntry& wrapper = Pars >> "CfgWrapperUI"; |
| 60 | _data[DialogBackground] = GlobLoadTexture(GetPictureName(wrapper >> "Background" >> "texture")); |
| 61 | _data[DialogTitle] = GlobLoadTexture(GetPictureName(wrapper >> "TitleBar" >> "texture")); |
| 62 | _data[DialogGroup] = GlobLoadTexture(GetPictureName(wrapper >> "GroupBox2" >> "texture")); |
| 63 | |
| 64 | const ParamEntry& cursor = Pars >> "CfgInGameUI" >> "Cursor"; |
| 65 | _data[CursorLocked] = GlobLoadTexture(GetPictureName(cursor >> "lock_target")); |
| 66 | _data[CursorTarget] = GlobLoadTexture(GetPictureName(cursor >> "select_target")); |
| 67 | _data[CursorAim] = GlobLoadTexture(GetPictureName(cursor >> "aim")); |
| 68 | _data[CursorWeapon] = GlobLoadTexture(GetPictureName(cursor >> "weapon")); |
| 69 | _data[CursorStrategy] = GlobLoadTexture(GetPictureName(cursor >> "tactical")); |
| 70 | _data[CursorStrategyMove] = GlobLoadTexture(GetPictureName(cursor >> "move")); |
| 71 | _data[CursorStrategyAttack] = GlobLoadTexture(GetPictureName(cursor >> "attack")); |
| 72 | _data[CursorStrategyGetIn] = GlobLoadTexture(GetPictureName(cursor >> "getin")); |
| 73 | _data[CursorStrategySelect] = GlobLoadTexture(GetPictureName(cursor >> "select")); |
| 74 | _data[CursorStrategyWatch] = GlobLoadTexture(GetPictureName(cursor >> "watch")); |
| 75 | _data[CursorOutArrow] = GlobLoadTexture(GetPictureName(cursor >> "outArrow")); |
| 76 | |
| 77 | _data[Compass000] = loadTex("compass000"); |
no test coverage detected