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Use std::array
to reduce code duplication
std::array lets us have a single source of truth for array size rather than needing separate constants or magic numbers that have to stay in sync with the underlying array.
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@ -37,6 +37,8 @@
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#include <SFML/Graphics/Vertex.hpp>
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#include <SFML/Graphics/View.hpp>
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#include <array>
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#include <cstddef>
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@ -506,8 +508,6 @@ private:
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////////////////////////////////////////////////////////////
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struct StatesCache
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{
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static constexpr std::size_t VertexCacheSize{4}; // NOLINT(readability-identifier-naming)
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bool enable; //!< Is the cache enabled?
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bool glStatesSet{}; //!< Are our internal GL states set yet?
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bool viewChanged; //!< Has the current view changed since last draw?
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@ -516,7 +516,7 @@ private:
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std::uint64_t lastTextureId; //!< Cached texture
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bool texCoordsArrayEnabled; //!< Is GL_TEXTURE_COORD_ARRAY client state enabled?
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bool useVertexCache; //!< Did we previously use the vertex cache?
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Vertex vertexCache[VertexCacheSize]; //!< Pre-transformed vertices cache
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std::array<Vertex, 4> vertexCache; //!< Pre-transformed vertices cache
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};
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////////////////////////////////////////////////////////////
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@ -222,7 +222,7 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Vertex m_vertices[4]; //!< Vertices defining the sprite's geometry
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std::array<Vertex, 4> m_vertices; //!< Vertices defining the sprite's geometry
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const Texture* m_texture{}; //!< Texture of the sprite
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IntRect m_textureRect; //!< Rectangle defining the area of the source texture to display
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};
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@ -33,6 +33,8 @@
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#include <SFML/System/Vector2.hpp>
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#include <array>
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namespace sf
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{
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@ -93,7 +93,7 @@ constexpr Vector2f Transform::transformPoint(const Vector2f& point) const
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constexpr FloatRect Transform::transformRect(const FloatRect& rectangle) const
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{
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// Transform the 4 corners of the rectangle
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const Vector2f points[] = {transformPoint({rectangle.left, rectangle.top}),
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const std::array points = {transformPoint({rectangle.left, rectangle.top}),
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transformPoint({rectangle.left, rectangle.top + rectangle.height}),
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transformPoint({rectangle.left + rectangle.width, rectangle.top}),
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transformPoint({rectangle.left + rectangle.width, rectangle.top + rectangle.height})};
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@ -104,7 +104,7 @@ constexpr FloatRect Transform::transformRect(const FloatRect& rectangle) const
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float right = points[0].x;
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float bottom = points[0].y;
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for (int i = 1; i < 4; ++i)
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for (std::size_t i = 1; i < points.size(); ++i)
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{
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// clang-format off
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if (points[i].x < left) left = points[i].x;
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@ -272,7 +272,7 @@ void RenderTarget::draw(const Vertex* vertices, std::size_t vertexCount, Primiti
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if (RenderTargetImpl::isActive(m_id) || setActive(true))
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{
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// Check if the vertex count is low enough so that we can pre-transform them
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const bool useVertexCache = (vertexCount <= StatesCache::VertexCacheSize);
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const bool useVertexCache = (vertexCount <= m_cache.vertexCache.size());
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if (useVertexCache)
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{
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@ -306,7 +306,7 @@ void RenderTarget::draw(const Vertex* vertices, std::size_t vertexCount, Primiti
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// If we pre-transform the vertices, we must use our internal vertex cache
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if (useVertexCache)
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data = reinterpret_cast<const std::byte*>(m_cache.vertexCache);
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data = reinterpret_cast<const std::byte*>(m_cache.vertexCache.data());
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glCheck(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), data + 0));
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glCheck(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), data + 8));
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@ -316,7 +316,7 @@ void RenderTarget::draw(const Vertex* vertices, std::size_t vertexCount, Primiti
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else if (enableTexCoordsArray && !m_cache.texCoordsArrayEnabled)
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{
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// If we enter this block, we are already using our internal vertex cache
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const auto* data = reinterpret_cast<const std::byte*>(m_cache.vertexCache);
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const auto* data = reinterpret_cast<const std::byte*>(m_cache.vertexCache.data());
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glCheck(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), data + 12));
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}
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@ -82,10 +82,8 @@ void Sprite::setTextureRect(const IntRect& rectangle)
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void Sprite::setColor(const Color& color)
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{
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// Update the vertices' color
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m_vertices[0].color = color;
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m_vertices[1].color = color;
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m_vertices[2].color = color;
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m_vertices[3].color = color;
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for (auto& vertex : m_vertices)
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vertex.color = color;
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}
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@ -134,7 +132,7 @@ void Sprite::draw(RenderTarget& target, const RenderStates& states) const
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statesCopy.transform *= getTransform();
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statesCopy.texture = m_texture;
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target.draw(m_vertices, 4, PrimitiveType::TriangleStrip, statesCopy);
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target.draw(m_vertices.data(), m_vertices.size(), PrimitiveType::TriangleStrip, statesCopy);
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}
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