/* Copyright (C) 2015 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(CRect Size, int CellID, std::map& 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.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)
{
}
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;
}