/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "CGUISprite.h" CGUISprite::~CGUISprite() { for (SGUIImage* const& img : m_Images) delete img; } void CGUISprite::AddImage(SGUIImage* image) { m_Images.push_back(image); } void CGUISpriteInstance::Draw(CGUI& pGUI, const CRect& Size, std::map& Sprites) const { if (m_CachedSize != Size) { GUIRenderer::UpdateDrawCallCache(pGUI, m_DrawCallCache, m_SpriteName, Size, Sprites); m_CachedSize = Size; } GUIRenderer::Draw(m_DrawCallCache); } // Plus a load of constructors / assignment operators, which don't copy the // DrawCall cache (to avoid losing track of who has allocated various bits // of data): CGUISpriteInstance::CGUISpriteInstance() { } CGUISpriteInstance::CGUISpriteInstance(const CStr& SpriteName) : m_SpriteName(SpriteName) { } void CGUISpriteInstance::SetName(const CStr& SpriteName) { m_SpriteName = SpriteName; m_CachedSize = CRect(); m_DrawCallCache.clear(); }