Removed all the remaining const_cast, and replaced them with mutable members (this is needed for optimized lazy calculations)
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1353 4e206d99-4929-0410-ac5d-dfc041789085
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@ -352,10 +352,10 @@ private :
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float myRotation; ///< Orientation of the object, in degrees
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Color myColor; ///< Overlay color of the object
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Blend::Mode myBlendMode; ///< Blending mode
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mutable bool myNeedUpdate; ///< Do we need to recompute the transform matrix ?
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mutable bool myInvNeedUpdate; ///< Do we need to recompute the inverse transform matrix ?
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mutable Matrix3 myMatrix; ///< Precomputed transform matrix gathering the translation / rotation / scale / center
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mutable Matrix3 myInvMatrix; ///< Precomputed inverse transform matrix gathering the translation / rotation / scale / center
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mutable bool myMatrixUpdated; ///< Do we need to recompute the transform matrix ?
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mutable bool myInvMatrixUpdated; ///< Do we need to recompute the inverse transform matrix ?
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};
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} // namespace sf
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@ -306,14 +306,14 @@ private :
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/// array of pixels
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///
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////////////////////////////////////////////////////////////
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void EnsureTextureUpdate();
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void EnsureTextureUpdate() const;
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////////////////////////////////////////////////////////////
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/// Make sure the array of pixels is updated with the
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/// texture in video memory
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///
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////////////////////////////////////////////////////////////
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void EnsureArrayUpdate();
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void EnsureArrayUpdate() const;
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////////////////////////////////////////////////////////////
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/// Reset the image attributes
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@ -327,6 +327,11 @@ private :
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////////////////////////////////////////////////////////////
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void DestroyTexture();
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////////////////////////////////////////////////////////////
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// Types
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////////////////////////////////////////////////////////////
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typedef std::vector<Color> ColorArray; ///< Array of colors
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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@ -336,10 +341,10 @@ private :
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unsigned int myTextureHeight; ///< Actual texture height (can be greater than image height because of padding)
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unsigned int myTexture; ///< Internal texture identifier
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bool myIsSmooth; ///< Status of the smooth filter
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std::vector<Color> myPixels; ///< Pixels of the image
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bool myNeedTextureUpdate; ///< Status of synchronization between pixels in central memory and the internal texture un video memory
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bool myNeedArrayUpdate; ///< Status of synchronization between pixels in central memory and the internal texture un video memory
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bool myPixelsFlipped; ///< To work around the inconsistency in Y orientation
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mutable ColorArray myPixels; ///< Pixels of the image
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mutable bool myTextureUpdated; ///< Status of synchronization between pixels in central memory and the internal texture un video memory
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mutable bool myArrayUpdated; ///< Status of synchronization between pixels in central memory and the internal texture un video memory
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mutable bool myPixelsFlipped; ///< To work around the inconsistency in Y orientation
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};
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} // namespace sf
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@ -172,7 +172,7 @@ private :
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/// Recompute the bounding rectangle of the text
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///
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////////////////////////////////////////////////////////////
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void RecomputeRect();
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void UpdateRect() const;
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////////////////////////////////////////////////////////////
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// Member data
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@ -181,8 +181,8 @@ private :
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ResourcePtr<Font> myFont; ///< Font used to display the string
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unsigned int myCharacterSize; ///< Base size of characters, in pixels
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unsigned long myStyle; ///< Text style (see Style enum)
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FloatRect myBaseRect; ///< Bounding rectangle of the text in object coordinates
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bool myNeedRectUpdate; ///< Does the bounding rect need an update ?
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mutable FloatRect myBaseRect; ///< Bounding rectangle of the text in object coordinates
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mutable bool myRectUpdated; ///< Is the bounding rectangle up-to-date ?
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};
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} // namespace sf
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@ -282,8 +282,8 @@ private :
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FloatRect myViewport; ///< Viewport rectangle, expressed as a factor of the render-target's size
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mutable Matrix3 myMatrix; ///< Precomputed projection matrix corresponding to the view
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mutable Matrix3 myInverseMatrix; ///< Precomputed inverse projection matrix corresponding to the view
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mutable bool myNeedUpdate; ///< Internal state telling if the matrix needs to be updated
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mutable bool myNeedInvUpdate; ///< Internal state telling if the matrix needs to be updated
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mutable bool myMatrixUpdated; ///< Internal state telling if the matrix needs to be updated
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mutable bool myInvMatrixUpdated; ///< Internal state telling if the matrix needs to be updated
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};
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} // namespace sf
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@ -43,8 +43,8 @@ myOrigin (0, 0),
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myRotation (rotation),
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myColor (color),
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myBlendMode (Blend::Alpha),
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myNeedUpdate (true),
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myInvNeedUpdate(true)
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myMatrixUpdated (false),
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myInvMatrixUpdated(false)
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{
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}
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@ -84,8 +84,9 @@ void Drawable::SetPosition(const Vector2f& position)
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void Drawable::SetX(float x)
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{
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myPosition.x = x;
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myNeedUpdate = true;
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myInvNeedUpdate = true;
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myMatrixUpdated = false;
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myInvMatrixUpdated = false;
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}
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@ -95,8 +96,9 @@ void Drawable::SetX(float x)
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void Drawable::SetY(float y)
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{
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myPosition.y = y;
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myNeedUpdate = true;
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myInvNeedUpdate = true;
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myMatrixUpdated = false;
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myInvMatrixUpdated = false;
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}
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@ -128,8 +130,9 @@ void Drawable::SetScaleX(float factor)
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if (factor > 0)
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{
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myScale.x = factor;
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myNeedUpdate = true;
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myInvNeedUpdate = true;
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myMatrixUpdated = false;
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myInvMatrixUpdated = false;
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}
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}
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@ -142,8 +145,9 @@ void Drawable::SetScaleY(float factor)
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if (factor > 0)
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{
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myScale.y = factor;
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myNeedUpdate = true;
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myInvNeedUpdate = true;
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myMatrixUpdated = false;
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myInvMatrixUpdated = false;
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}
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}
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@ -157,8 +161,9 @@ void Drawable::SetOrigin(float x, float y)
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{
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myOrigin.x = x;
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myOrigin.y = y;
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myNeedUpdate = true;
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myInvNeedUpdate = true;
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myMatrixUpdated = false;
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myInvMatrixUpdated = false;
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}
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@ -181,8 +186,9 @@ void Drawable::SetRotation(float angle)
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myRotation = static_cast<float>(fmod(angle, 360));
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if (myRotation < 0)
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myRotation += 360.f;
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myNeedUpdate = true;
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myInvNeedUpdate = true;
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myMatrixUpdated = false;
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myInvMatrixUpdated = false;
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}
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@ -331,10 +337,10 @@ sf::Vector2f Drawable::TransformToGlobal(const sf::Vector2f& point) const
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const Matrix3& Drawable::GetMatrix() const
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{
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// First recompute it if needed
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if (myNeedUpdate)
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if (!myMatrixUpdated)
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{
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myMatrix.SetFromTransformations(myOrigin, myPosition, myRotation, myScale);
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myNeedUpdate = false;
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myMatrixUpdated = true;
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}
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return myMatrix;
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@ -347,10 +353,10 @@ const Matrix3& Drawable::GetMatrix() const
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const Matrix3& Drawable::GetInverseMatrix() const
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{
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// First recompute it if needed
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if (myInvNeedUpdate)
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if (!myInvMatrixUpdated)
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{
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myInvMatrix = GetMatrix().GetInverse();
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myInvNeedUpdate = false;
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myInvMatrixUpdated = true;
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}
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return myInvMatrix;
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@ -48,8 +48,8 @@ myTextureWidth (0),
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myTextureHeight (0),
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myTexture (0),
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myIsSmooth (true),
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myNeedTextureUpdate(false),
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myNeedArrayUpdate (false),
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myTextureUpdated (true),
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myArrayUpdated (true),
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myPixelsFlipped (false)
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{
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@ -63,7 +63,7 @@ Image::Image(const Image& copy) :
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Resource<Image>(copy)
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{
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// First make sure that the source image is up-to-date
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const_cast<Image&>(copy).EnsureArrayUpdate();
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copy.EnsureArrayUpdate();
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// Copy all its members
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myWidth = copy.myWidth;
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@ -73,8 +73,8 @@ Resource<Image>(copy)
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myTexture = 0;
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myIsSmooth = copy.myIsSmooth;
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myPixels = copy.myPixels;
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myNeedTextureUpdate = false;
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myNeedArrayUpdate = false;
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myTextureUpdated = true;
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myArrayUpdated = true;
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myPixelsFlipped = copy.myPixelsFlipped;
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// Create the texture
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@ -184,7 +184,7 @@ bool Image::LoadFromPixels(unsigned int width, unsigned int height, const Uint8*
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bool Image::SaveToFile(const std::string& filename) const
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{
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// Check if the array of pixels needs to be updated
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const_cast<Image*>(this)->EnsureArrayUpdate();
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EnsureArrayUpdate();
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// Let the image loader save our pixel array into the image
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return priv::ImageLoader::GetInstance().SaveImageToFile(filename, myPixels, myWidth, myHeight);
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@ -233,7 +233,7 @@ void Image::CreateMaskFromColor(const Color& transparentColor, Uint8 alpha)
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std::replace(myPixels.begin(), myPixels.end(), transparentColor, newColor);
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// The texture will need to be updated
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myNeedTextureUpdate = true;
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myTextureUpdated = false;
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}
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@ -250,7 +250,7 @@ void Image::Copy(const Image& source, unsigned int destX, unsigned int destY, co
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// Make sure both images have up-to-date arrays
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EnsureArrayUpdate();
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const_cast<Image&>(source).EnsureArrayUpdate();
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source.EnsureArrayUpdate();
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// Adjust the source rectangle
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IntRect srcRect = sourceRect;
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@ -323,7 +323,7 @@ void Image::Copy(const Image& source, unsigned int destX, unsigned int destY, co
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}
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// The texture will need an update
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myNeedTextureUpdate = true;
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myTextureUpdated = false;
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}
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@ -368,8 +368,8 @@ bool Image::CopyScreen(RenderWindow& window, const IntRect& sourceRect)
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GLCheck(glBindTexture(GL_TEXTURE_2D, previous));
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myNeedTextureUpdate = false;
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myNeedArrayUpdate = true;
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myTextureUpdated = true;
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myArrayUpdated = false;
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myPixelsFlipped = true;
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return true;
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@ -401,7 +401,7 @@ void Image::SetPixel(unsigned int x, unsigned int y, const Color& color)
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myPixels[x + y * myWidth] = color;
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// The texture will need to be updated
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myNeedTextureUpdate = true;
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myTextureUpdated = false;
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}
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@ -411,7 +411,7 @@ void Image::SetPixel(unsigned int x, unsigned int y, const Color& color)
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const Color& Image::GetPixel(unsigned int x, unsigned int y) const
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{
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// First check if the array of pixels needs to be updated
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const_cast<Image*>(this)->EnsureArrayUpdate();
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EnsureArrayUpdate();
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// Check if pixel is whithin the image bounds
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if ((x >= myWidth) || (y >= myHeight))
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@ -433,7 +433,7 @@ const Color& Image::GetPixel(unsigned int x, unsigned int y) const
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const Uint8* Image::GetPixelsPtr() const
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{
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// First check if the array of pixels needs to be updated
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const_cast<Image*>(this)->EnsureArrayUpdate();
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EnsureArrayUpdate();
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if (!myPixels.empty())
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{
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@ -461,8 +461,8 @@ void Image::UpdatePixels(const Uint8* pixels)
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GLCheck(glBindTexture(GL_TEXTURE_2D, previous));
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myNeedArrayUpdate = true;
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myNeedTextureUpdate = false;
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myArrayUpdated = false;
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myTextureUpdated = true;
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}
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@ -484,7 +484,7 @@ void Image::UpdatePixels(const Uint8* pixels, const IntRect& rectangle)
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GLCheck(glBindTexture(GL_TEXTURE_2D, previous));
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// The pixel cache is no longer up-to-date
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myNeedArrayUpdate = true;
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myArrayUpdated = false;
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}
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@ -494,7 +494,7 @@ void Image::UpdatePixels(const Uint8* pixels, const IntRect& rectangle)
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void Image::Bind() const
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{
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// First check if the texture needs to be updated
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const_cast<Image*>(this)->EnsureTextureUpdate();
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EnsureTextureUpdate();
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// Bind it
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if (myTexture)
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@ -561,6 +561,8 @@ bool Image::IsSmooth() const
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/// texture coordinates
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////////////////////////////////////////////////////////////
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FloatRect Image::GetTexCoords(const IntRect& rect) const
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{
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if ((myTextureWidth != 0) && (myTextureHeight != 0))
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{
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float width = static_cast<float>(myTextureWidth);
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float height = static_cast<float>(myTextureHeight);
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@ -580,6 +582,11 @@ FloatRect Image::GetTexCoords(const IntRect& rect) const
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rect.Bottom / height);
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}
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}
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else
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{
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return FloatRect(0, 0, 0, 0);
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}
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}
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////////////////////////////////////////////////////////////
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@ -632,8 +639,8 @@ Image& Image::operator =(const Image& other)
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std::swap(myTextureHeight, temp.myTextureHeight);
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std::swap(myTexture, temp.myTexture);
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std::swap(myIsSmooth, temp.myIsSmooth);
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std::swap(myNeedArrayUpdate, temp.myNeedArrayUpdate);
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std::swap(myNeedTextureUpdate, temp.myNeedTextureUpdate);
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std::swap(myArrayUpdated, temp.myArrayUpdated);
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std::swap(myTextureUpdated, temp.myTextureUpdated);
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std::swap(myPixelsFlipped, temp.myPixelsFlipped);
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myPixels.swap(temp.myPixels);
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@ -692,7 +699,7 @@ bool Image::CreateTexture()
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GLCheck(glBindTexture(GL_TEXTURE_2D, previous));
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}
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myNeedTextureUpdate = true;
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myTextureUpdated = false;
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return true;
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}
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@ -702,9 +709,9 @@ bool Image::CreateTexture()
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/// Make sure the texture in video memory is updated with the
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/// array of pixels
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////////////////////////////////////////////////////////////
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void Image::EnsureTextureUpdate()
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void Image::EnsureTextureUpdate() const
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{
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if (myNeedTextureUpdate)
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if (!myTextureUpdated)
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{
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if (myTexture && !myPixels.empty())
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{
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@ -719,7 +726,7 @@ void Image::EnsureTextureUpdate()
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GLCheck(glBindTexture(GL_TEXTURE_2D, previous));
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}
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myNeedTextureUpdate = false;
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myTextureUpdated = true;
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}
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}
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@ -728,9 +735,9 @@ void Image::EnsureTextureUpdate()
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/// Make sure the array of pixels is updated with the
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/// texture in video memory
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////////////////////////////////////////////////////////////
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void Image::EnsureArrayUpdate()
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void Image::EnsureArrayUpdate() const
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{
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if (myNeedArrayUpdate)
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if (!myArrayUpdated)
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{
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// First make sure the texture is up-to-date
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// (may not be the case if an external update has been scheduled)
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@ -756,7 +763,7 @@ void Image::EnsureArrayUpdate()
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// Texture and array don't have the same size, we have to use a slower algorithm
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// All the pixels will first be copied to a temporary array
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std::vector<Color> allPixels(myTextureWidth * myTextureHeight);
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ColorArray allPixels(myTextureWidth * myTextureHeight);
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GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
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GLCheck(glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &allPixels[0]));
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@ -783,7 +790,7 @@ void Image::EnsureArrayUpdate()
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// Restore the previous texture
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GLCheck(glBindTexture(GL_TEXTURE_2D, previous));
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myNeedArrayUpdate = false;
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myArrayUpdated = true;
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}
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}
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@ -801,8 +808,8 @@ void Image::Reset()
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myTextureHeight = 0;
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myTexture = 0;
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myIsSmooth = true;
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myNeedTextureUpdate = false;
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myNeedArrayUpdate = false;
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myTextureUpdated = true;
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myArrayUpdated = true;
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myPixelsFlipped = false;
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myPixels.clear();
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}
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@ -819,8 +826,8 @@ void Image::DestroyTexture()
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GLuint Texture = static_cast<GLuint>(myTexture);
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GLCheck(glDeleteTextures(1, &Texture));
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myTexture = 0;
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myNeedTextureUpdate = false;
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myNeedArrayUpdate = false;
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myTextureUpdated = true;
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myArrayUpdated = true;
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}
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}
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@ -140,8 +140,8 @@ void RenderImage::Display()
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{
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bool pixelsFlipped = myRenderImage->UpdateTexture(myImage.myTexture);
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myImage.myPixelsFlipped = pixelsFlipped;
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myImage.myNeedArrayUpdate = true;
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myImage.myNeedTextureUpdate = false;
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myImage.myArrayUpdated = false;
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myImage.myTextureUpdated = true;
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}
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}
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@ -190,7 +190,7 @@ void Sprite::Render(RenderTarget&, RenderQueue& queue) const
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// Check if the image is valid, and calculate the texture coordinates
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FloatRect coords;
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if (myImage && (myImage->GetWidth() > 0) && (myImage->GetHeight() > 0))
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if (myImage)
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{
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coords = myImage->GetTexCoords(mySubRect);
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if (myIsFlippedX) std::swap(coords.Left, coords.Right);
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@ -39,7 +39,7 @@ Text::Text() :
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myFont (&Font::GetDefaultFont()),
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myCharacterSize(30),
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myStyle (Regular),
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myNeedRectUpdate(true)
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myRectUpdated (true)
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{
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}
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@ -52,7 +52,7 @@ Text::Text(const String& string, const Font& font, unsigned int characterSize) :
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myFont (&font),
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myCharacterSize(characterSize),
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myStyle (Regular),
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myNeedRectUpdate(true)
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myRectUpdated (true)
|
||||
{
|
||||
SetString(string);
|
||||
}
|
||||
@ -63,8 +63,8 @@ myNeedRectUpdate(true)
|
||||
////////////////////////////////////////////////////////////
|
||||
void Text::SetString(const String& string)
|
||||
{
|
||||
myNeedRectUpdate = true;
|
||||
myString = string;
|
||||
myRectUpdated = false;
|
||||
}
|
||||
|
||||
|
||||
@ -75,8 +75,8 @@ void Text::SetFont(const Font& font)
|
||||
{
|
||||
if (myFont != &font)
|
||||
{
|
||||
myNeedRectUpdate = true;
|
||||
myFont = &font;
|
||||
myRectUpdated = false;
|
||||
}
|
||||
}
|
||||
|
||||
@ -88,8 +88,8 @@ void Text::SetCharacterSize(unsigned int size)
|
||||
{
|
||||
if (myCharacterSize != size)
|
||||
{
|
||||
myNeedRectUpdate = true;
|
||||
myCharacterSize = size;
|
||||
myRectUpdated = false;
|
||||
}
|
||||
}
|
||||
|
||||
@ -102,8 +102,8 @@ void Text::SetStyle(unsigned long style)
|
||||
{
|
||||
if (myStyle != style)
|
||||
{
|
||||
myNeedRectUpdate = true;
|
||||
myStyle = style;
|
||||
myRectUpdated = false;
|
||||
}
|
||||
}
|
||||
|
||||
@ -197,8 +197,7 @@ Vector2f Text::GetCharacterPos(std::size_t index) const
|
||||
////////////////////////////////////////////////////////////
|
||||
FloatRect Text::GetRect() const
|
||||
{
|
||||
if (myNeedRectUpdate)
|
||||
const_cast<Text*>(this)->RecomputeRect();
|
||||
UpdateRect();
|
||||
|
||||
FloatRect rect;
|
||||
rect.Left = (myBaseRect.Left - GetOrigin().x) * GetScale().x + GetPosition().x;
|
||||
@ -312,10 +311,13 @@ void Text::Render(RenderTarget&, RenderQueue& queue) const
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Recompute the bounding rectangle of the text
|
||||
////////////////////////////////////////////////////////////
|
||||
void Text::RecomputeRect()
|
||||
void Text::UpdateRect() const
|
||||
{
|
||||
if (myRectUpdated)
|
||||
return;
|
||||
|
||||
// Reset the previous states
|
||||
myNeedRectUpdate = false;
|
||||
myRectUpdated = true;
|
||||
myBaseRect = FloatRect(0, 0, 0, 0);
|
||||
|
||||
// No text or not font: empty box
|
||||
|
@ -36,8 +36,8 @@ myCenter (),
|
||||
mySize (),
|
||||
myRotation (0),
|
||||
myViewport (0, 0, 1, 1),
|
||||
myNeedUpdate (true),
|
||||
myNeedInvUpdate(true)
|
||||
myMatrixUpdated (false),
|
||||
myInvMatrixUpdated(false)
|
||||
{
|
||||
Reset(FloatRect(0, 0, 1000, 1000));
|
||||
}
|
||||
@ -49,8 +49,8 @@ myCenter (),
|
||||
mySize (),
|
||||
myRotation (0),
|
||||
myViewport (0, 0, 1, 1),
|
||||
myNeedUpdate (true),
|
||||
myNeedInvUpdate(true)
|
||||
myMatrixUpdated (false),
|
||||
myInvMatrixUpdated(false)
|
||||
{
|
||||
Reset(rectangle);
|
||||
}
|
||||
@ -62,8 +62,8 @@ myCenter (center),
|
||||
mySize (size),
|
||||
myRotation (0),
|
||||
myViewport (0, 0, 1, 1),
|
||||
myNeedUpdate (true),
|
||||
myNeedInvUpdate(true)
|
||||
myMatrixUpdated (false),
|
||||
myInvMatrixUpdated(false)
|
||||
{
|
||||
|
||||
}
|
||||
@ -73,8 +73,9 @@ void View::SetCenter(float x, float y)
|
||||
{
|
||||
myCenter.x = x;
|
||||
myCenter.y = y;
|
||||
myNeedUpdate = true;
|
||||
myNeedInvUpdate = true;
|
||||
|
||||
myMatrixUpdated = false;
|
||||
myInvMatrixUpdated = false;
|
||||
}
|
||||
|
||||
|
||||
@ -90,8 +91,9 @@ void View::SetSize(float width, float height)
|
||||
{
|
||||
mySize.x = width;
|
||||
mySize.y = height;
|
||||
myNeedUpdate = true;
|
||||
myNeedInvUpdate = true;
|
||||
|
||||
myMatrixUpdated = false;
|
||||
myInvMatrixUpdated = false;
|
||||
}
|
||||
|
||||
|
||||
@ -108,8 +110,9 @@ void View::SetRotation(float angle)
|
||||
myRotation = static_cast<float>(fmod(angle, 360));
|
||||
if (myRotation < 0)
|
||||
myRotation += 360.f;
|
||||
myNeedUpdate = true;
|
||||
myNeedInvUpdate = true;
|
||||
|
||||
myMatrixUpdated = false;
|
||||
myInvMatrixUpdated = false;
|
||||
}
|
||||
|
||||
|
||||
@ -126,8 +129,9 @@ void View::Reset(const FloatRect& rectangle)
|
||||
myCenter = rectangle.GetCenter();
|
||||
mySize = rectangle.GetSize();
|
||||
myRotation = 0;
|
||||
myNeedUpdate = true;
|
||||
myNeedInvUpdate = true;
|
||||
|
||||
myMatrixUpdated = false;
|
||||
myInvMatrixUpdated = false;
|
||||
}
|
||||
|
||||
|
||||
@ -191,10 +195,10 @@ void View::Zoom(float factor)
|
||||
const Matrix3& View::GetMatrix() const
|
||||
{
|
||||
// Recompute the matrix if needed
|
||||
if (myNeedUpdate)
|
||||
if (!myMatrixUpdated)
|
||||
{
|
||||
myMatrix.SetFromProjection(myCenter, mySize, myRotation);
|
||||
myNeedUpdate = false;
|
||||
myMatrixUpdated = true;
|
||||
}
|
||||
|
||||
return myMatrix;
|
||||
@ -205,10 +209,10 @@ const Matrix3& View::GetMatrix() const
|
||||
const Matrix3& View::GetInverseMatrix() const
|
||||
{
|
||||
// Recompute the matrix if needed
|
||||
if (myNeedInvUpdate)
|
||||
if (!myInvMatrixUpdated)
|
||||
{
|
||||
myInverseMatrix = GetMatrix().GetInverse();
|
||||
myNeedInvUpdate = false;
|
||||
myInvMatrixUpdated = true;
|
||||
}
|
||||
|
||||
return myInverseMatrix;
|
||||
|
Loading…
Reference in New Issue
Block a user