forked from 0ad/0ad
leper
74c420f658
Lots of code style fixes: * type [*&]varname -> type[*&] varname * else if (...) -> else if (...) * Spaces around some ops. * i++ -> ++i. * switch-case style fixes. * Indentation fixes. * Removing some commented out code. * include header sorting * Changed multiple pointer var declarations to be one per line. * Removed strange spaces in some places. * Changed some include header guards to be consistent with the rest of the codebase. * Use UNUSED() instead of UNUSED2(). Some small code fixes: * Using .find() instead of .count() == 0. * !.empty() instead of .size() == 0. * Range-based for loops. * Making some member functions const by small changes. * Adds GetScrollBarPos(idx) const for this. * Using early returns/continues in some places. * Uses size_t for some loops in CList and COList. * Removes unused heading element (not attribute) from COList. * Use ENSURE in one case where some custom code did something similar. * Made some parameters const ptrs/refs. * Change removal loop in GUItext.cpp to erase-unique. * Made some static things const. * Allow iterating over children of IGUIObject with range-based for loops by exposing begin() and end() (rename from ChildrenIt{Begin,End}()) and use it. Comments: * Comment COList. * Update a few comments. * Remove useless or duplicated comments. This was SVN commit r16931.
82 lines
2.0 KiB
C++
82 lines
2.0 KiB
C++
/* Copyright (C) 2015 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(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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void CGUISpriteInstance::Invalidate()
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{
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m_CachedSize = CRect();
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m_CachedCellID = -1;
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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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CGUISpriteInstance::CGUISpriteInstance(const CGUISpriteInstance& Sprite)
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: m_SpriteName(Sprite.m_SpriteName), m_CachedCellID(-1)
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{
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}
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CGUISpriteInstance& CGUISpriteInstance::operator=(const CStr& SpriteName)
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{
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m_SpriteName = SpriteName;
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m_DrawCallCache.clear();
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Invalidate();
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return *this;
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}
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