migrate texture atlases to scoped ownership

- replace TextureAtlasManager and GlobalTextureAtlas with catalog-backed atlas ownership
  - make TextureAtlas and TextureRegion creation return explicit resource handles
  - let atlases retain their textures and regions through shared ownership
  - add atlas publication, lookup, removal, and enumeration to ResourceCatalog and ResourceScope
  - make TextureAtlasLoader publish atlases and regions into an explicit resource scope
  - move theme atlas ownership into each theme resource catalog
  - migrate maps, editors, examples, and tests away from the global atlas manager
  - add scope-aware Sprite pattern-loading overloads while preserving default-scope compatibility
  - fix re-entrant style-state invalidation when applying styles creates new widgets
  - add atlas ownership, scoped Sprite lookup, and style-state regression coverage
  - update the resource ownership plan and texture atlas editor launch configuration
This commit is contained in:
Martín Lucas Golini
2026-07-23 01:41:11 -03:00
parent 574b6b9014
commit 373bd40e59
39 changed files with 701 additions and 561 deletions
+3 -3
View File
@@ -121,9 +121,9 @@ EE_MAIN_FUNC int main( int, char*[] ) {
// Create a static sprite
Planet.createStatic( PlanetTex );
// It will look for a TextureRegion ( in any Texture Atlas loaded, or the GlobalTextureAtlas
// ) animation by its name, it will search for "gn00" to "gnXX" to create a new animation
// see TextureAtlasManager::GetTextureRegionsByPattern for more information.
// It will look for a TextureRegion animation in the default resource scope by its name. It
// will search for "gn00" to "gnXX" to create a new animation. See
// ResourceScope::findTextureRegionsByPattern for more information.
// This is the easiest way to load animated sprites.
Monster.addFramesByPattern( "gn" );