Exemple #1
0
  /**
   * Returns a Texture2D object given an CGImageRef image If the image was not previously loaded, it
   * will create a new CCTexture2D object and it will return it. Otherwise it will return a
   * reference of a previously loaded image The "key" parameter will be used as the "key" for the
   * cache. If "key" is nil, then a new texture will be created each time.
   *
   * <p>BE AWARE OF the fact that copy of image is stored in memory, use assets method if you can.
   *
   * @since v0.8
   */
  public CCTexture2D addImage(Bitmap image, String key) {
    assert (image != null) : "TextureCache: image must not be null";
    CCTexture2D tex = null;

    if (key != null && (tex = textures.get(key)) != null) {
      return tex;
    }

    final Bitmap copy = image.copy(image.getConfig(), false);

    if (copy != null) {
      final CCTexture2D texNew = new CCTexture2D();
      texNew.setLoader(
          new GLResourceHelper.GLResourceLoader() {
            @Override
            public void load() {
              Bitmap initImage = copy.copy(copy.getConfig(), false);
              texNew.initWithImage(initImage);
            }
          });
      if (key != null) {
        textures.put(key, texNew);
      }

      return texNew;
    } else {
      ccMacros.CCLOG("cocos2d", "Couldn't add Bitmap in CCTextureCache");
      return null;
    }
  }
Exemple #2
0
  private static CCTexture2D createTextureFromFilePathExternal(final String path) {

    final CCTexture2D tex = new CCTexture2D();
    tex.setLoader(
        new GLResourceHelper.GLResourceLoader() {

          @Override
          public void load() {
            try {
              InputStream is = new FileInputStream(path);
              Bitmap bmp = BitmapFactory.decodeStream(is);
              is.close();
              tex.initWithImage(bmp);
            } catch (IOException e) {
              // TODO Auto-generated catch block
              e.printStackTrace();
            }
          }
        });

    return tex;
  }