mObject(0)
{
// make sure we have a video context
- ASSERT(video &&
- "cannot load textures without a current video context");
+ Video* video = Video::current();
+ ASSERT(video && "should have a video context set");
// we want to know when the GL context is recreated
- mDispatchHandler = core.addHandler("video.newcontext",
- boost::bind(&Impl::contextRecreated, this));
+ Dispatch& dispatch = Dispatch::global();
+ mNewContextDispatch = dispatch.addTarget("video.newcontext",
+ boost::bind(&Impl::contextRecreated, this));
}
~Impl()
void init(const std::string& name)
{
- std::string path = Texture::getPath(name);
+ std::string path(name);
+
+ Texture::getPath(path);
mImage = Image::alloc(path);
if (!mImage->isValid())
GLuint mObject; ///< GL texture handle.
static GLuint gObject; ///< Global GL texture handle.
- Dispatch::Handler mDispatchHandler;
+ Dispatch::Handle mNewContextDispatch;
};
GLuint Texture::Impl::gObject = 0;
-Texture::Texture(const std::string& name) :
- Image(Texture::getPath(name)),
+Texture::Texture(const std::string& name) : // TODO hmm..
+ Image(name),
// pass through
mImpl(Texture::Impl::getInstance(name)) {}
}
-std::string Texture::getPath(const std::string& name)
+bool Texture::getPath(std::string& name)
{
- if (boost::find_last(name, ".png"))
- {
- return Resource::getPath(name);
- }
- else
- {
- std::string path("textures/");
- path += name;
- path += ".png";
- return Resource::getPath(path);
- }
+ return Resource::getPath(name, "textures/", "png");
}