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forked from 0ad/0ad
0ad/source/gui/CGUISprite.cpp
Ykkrosh 04c63a4093 Clean up some text rendering to avoid relying on deprecated GL matrix state.
Use scissor instead of deprecated clip planes for GUI text.
Remove unused support for generic font names.

This was SVN commit r10985.
2012-01-29 20:04:21 +00:00

70 lines
1.9 KiB
C++

/* Copyright (C) 2009 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"
void CGUISpriteInstance::Draw(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);
}
void CGUISpriteInstance::Invalidate()
{
m_CachedSize = CRect();
m_CachedCellID = -1;
}
bool CGUISpriteInstance::IsEmpty() const
{
return m_SpriteName=="";
}
// 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)
{
}
CGUISpriteInstance::CGUISpriteInstance(const CGUISpriteInstance &Sprite)
: m_SpriteName(Sprite.m_SpriteName), m_CachedCellID(-1)
{
}
CGUISpriteInstance &CGUISpriteInstance::operator=(const CStr& SpriteName)
{
m_SpriteName = SpriteName;
m_DrawCallCache.clear();
Invalidate();
return *this;
}