SpriteBatch:add will now automatically increase the maximum size of the SpriteBatch if there's no more room.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2016-03-05 12:59:00 -04:00
parent 9ee1d3cf2f
commit d4e701b434
3 changed files with 21 additions and 26 deletions
+14 -10
View File
@@ -66,9 +66,11 @@ SpriteBatch::~SpriteBatch()
int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index /*= -1*/)
{
// Only do this if there's a free slot.
if ((index == -1 && next >= size) || index < -1 || index >= size)
return -1;
if (index < -1 || index >= size)
throw love::Exception("Invalid sprite index: %d", index + 1);
if (index == -1 && next >= size)
setBufferSize(size * 2);
Matrix3 t(x, y, a, sx, sy, ox, oy, kx, ky);
@@ -83,9 +85,11 @@ int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, fl
int SpriteBatch::addq(Quad *quad, float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index /*= -1*/)
{
// Only do this if there's a free slot.
if ((index == -1 && next >= size) || index < -1 || index >= next)
return -1;
if (index < -1 || index >= size)
throw love::Exception("Invalid sprite index: %d", index + 1);
if (index == -1 && next >= size)
setBufferSize(size * 2);
Matrix3 t(x, y, a, sx, sy, ox, oy, kx, ky);
@@ -198,8 +202,8 @@ void SpriteBatch::attachAttribute(const std::string &name, Mesh *mesh)
AttachedAttribute oldattrib = {};
AttachedAttribute newattrib = {};
if (mesh->getVertexCount() < (size_t) getBufferSize() * 4)
throw love::Exception("Mesh has too few vertices to be attached to this SpriteBatch (at least %d vertices are required)", getBufferSize()*4);
if (mesh->getVertexCount() < (size_t) next * 4)
throw love::Exception("Mesh has too few vertices to be attached to this SpriteBatch (at least %d vertices are required)", next*4);
auto it = attached_attributes.find(name);
if (it != attached_attributes.end())
@@ -256,9 +260,9 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
{
Mesh *mesh = it.second.mesh.get();
// We have to do this check here as well because setBufferSize can be
// We have to do this check here as wll because setBufferSize can be
// called after attachAttribute.
if (mesh->getVertexCount() < (size_t) getBufferSize() * 4)
if (mesh->getVertexCount() < (size_t) next * 4)
throw love::Exception("Mesh with attribute '%s' attached to this SpriteBatch has too few vertices", it.first.c_str());
int location = mesh->bindAttributeToShaderInput(it.second.index, it.first);
+7 -7
View File
@@ -91,13 +91,7 @@ public:
int getCount() const;
/**
* Sets the total number of sprites this SpriteBatch can hold.
* Leaves existing sprite data intact when possible.
**/
void setBufferSize(int newsize);
/**
* Get the total number of sprites this SpriteBatch can hold.
* Get the total number of sprites this SpriteBatch can currently hold.
**/
int getBufferSize() const;
@@ -118,6 +112,12 @@ private:
int index;
};
/**
* Sets the total number of sprites this SpriteBatch can hold.
* Leaves existing sprite data intact when possible.
**/
void setBufferSize(int newsize);
void addv(const Vertex *v, const Matrix3 &m, int index);
/**
@@ -188,14 +188,6 @@ int w_SpriteBatch_getCount(lua_State *L)
return 1;
}
int w_SpriteBatch_setBufferSize(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
int size = (int) luaL_checknumber(L, 2);
luax_catchexcept(L, [&]() {t->setBufferSize(size); });
return 0;
}
int w_SpriteBatch_getBufferSize(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
@@ -224,7 +216,6 @@ static const luaL_Reg w_SpriteBatch_functions[] =
{ "setColor", w_SpriteBatch_setColor },
{ "getColor", w_SpriteBatch_getColor },
{ "getCount", w_SpriteBatch_getCount },
{ "setBufferSize", w_SpriteBatch_setBufferSize },
{ "getBufferSize", w_SpriteBatch_getBufferSize },
{ "attachAttribute", w_SpriteBatch_attachAttribute },
{ 0, 0 }