elexis
0a7d0ecdde
Make CGUISpriteInstance non-copyable to further harden Philips protection from8f4f8e240f
against unintentional copies of its DrawCall cache such as inc19f3608a5
. Remove its copy constructor from849f50a500
, 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 in8a32b0b3d4
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.
70 lines
1.8 KiB
C++
70 lines
1.8 KiB
C++
/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "CGUISprite.h"
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CGUISprite::~CGUISprite()
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{
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for (SGUIImage* const& img : m_Images)
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delete img;
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}
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void CGUISprite::AddImage(SGUIImage* image)
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{
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m_Images.push_back(image);
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}
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void CGUISpriteInstance::Draw(const CRect& Size, int CellID, std::map<CStr, CGUISprite*>& Sprites, float Z) const
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{
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if (m_CachedSize != Size || m_CachedCellID != CellID)
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{
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GUIRenderer::UpdateDrawCallCache(m_DrawCallCache, m_SpriteName, Size, CellID, Sprites);
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m_CachedSize = Size;
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m_CachedCellID = CellID;
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}
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GUIRenderer::Draw(m_DrawCallCache, Z);
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}
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bool CGUISpriteInstance::IsEmpty() const
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{
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return m_SpriteName.empty();
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}
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// Plus a load of constructors / assignment operators, which don't copy the
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// DrawCall cache (to avoid losing track of who has allocated various bits
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// of data):
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CGUISpriteInstance::CGUISpriteInstance()
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: m_CachedCellID(-1)
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{
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}
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CGUISpriteInstance::CGUISpriteInstance(const CStr& SpriteName)
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: m_SpriteName(SpriteName), m_CachedCellID(-1)
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{
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}
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void CGUISpriteInstance::SetName(const CStr& SpriteName)
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{
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m_SpriteName = SpriteName;
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m_CachedSize = CRect();
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m_DrawCallCache.clear();
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m_CachedCellID = -1;
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}
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