Change image resource type from sf::Image to sf::Texture
This includes an added optimization to the resource manager - it now uses unordered (hash) maps instead of ordered (tree) maps to keep track of loaded resources and paths, for the average constant lookup time.
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@@ -142,8 +142,6 @@ void handle_splash_events() {
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}
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void show_logo() {
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sf::Texture pict_to_draw;
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rectangle whole_window,from_rect;
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rectangle logo_from = {0,0,350,350};
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@@ -152,7 +150,7 @@ void show_logo() {
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whole_window = rectangle(mainPtr);
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logo_from.offset((whole_window.right - logo_from.right) / 2,(whole_window.bottom - logo_from.bottom) / 2);
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pict_to_draw.loadFromImage(*ResMgr::get<ImageRsrc>("spidlogo"));
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sf::Texture& pict_to_draw = *ResMgr::get<ImageRsrc>("spidlogo");
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from_rect = rectangle(pict_to_draw);
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play_sound(-95);
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@@ -170,13 +168,12 @@ void show_logo() {
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}
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void plop_fancy_startup() {
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sf::Texture pict_to_draw;
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rectangle whole_window,from_rect;
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rectangle intro_from = {0,0,480,640};
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whole_window = rectangle(mainPtr);
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sf::Time delay = time_in_ticks(220);
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intro_from.offset((whole_window.right - intro_from.right) / 2,(whole_window.bottom - intro_from.bottom) / 2);
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pict_to_draw.loadFromImage(*ResMgr::get<ImageRsrc>("startsplash"));
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sf::Texture& pict_to_draw = *ResMgr::get<ImageRsrc>("startsplash");
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play_sound(-22);
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sf::Clock timer;
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