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forked from 0ad/0ad
0ad/source/gui/CGUISprite.cpp
elexis 0a7d0ecdde CGUISpriteInstance non-copyable and FromJSVal / ToJSVal.
Make CGUISpriteInstance non-copyable to further harden Philips
protection from 8f4f8e240f against unintentional copies of its DrawCall
cache such as in c19f3608a5.
Remove its copy constructor from 849f50a500, make it movable, and until
it becomes otherwise necessary, force move assignment when sprites are
assigned.
Improves the fixes of the compiler warnings about deprecated implicit
copy constructors in 8a32b0b3d4 by avoiding the copies instead of
copying explicitly.
Add ToJSVal, FromJSVal for CGUISprinteInstance to make
JSI_IGUIObject::getProperty and setProperty more consistent.
Rename Sprite operator= to SetName to reduce ambiguity.
Pass CRect by reference in CGUISpriteInstance::Draw.

Differential Revision: https://code.wildfiregames.com/D2133
Comments By: wraitii
This was SVN commit r22570.
2019-07-28 22:40:58 +00:00

70 lines
1.8 KiB
C++

/* Copyright (C) 2019 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 <http://www.gnu.org/licenses/>.
*/
#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(const CRect& Size, int CellID, std::map<CStr, CGUISprite*>& Sprites, float Z) const
{
if (m_CachedSize != Size || m_CachedCellID != CellID)
{
GUIRenderer::UpdateDrawCallCache(m_DrawCallCache, m_SpriteName, Size, CellID, Sprites);
m_CachedSize = Size;
m_CachedCellID = CellID;
}
GUIRenderer::Draw(m_DrawCallCache, Z);
}
bool CGUISpriteInstance::IsEmpty() const
{
return m_SpriteName.empty();
}
// 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()
: m_CachedCellID(-1)
{
}
CGUISpriteInstance::CGUISpriteInstance(const CStr& SpriteName)
: m_SpriteName(SpriteName), m_CachedCellID(-1)
{
}
void CGUISpriteInstance::SetName(const CStr& SpriteName)
{
m_SpriteName = SpriteName;
m_CachedSize = CRect();
m_DrawCallCache.clear();
m_CachedCellID = -1;
}