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SpriteBatch:add will now automatically increase the maximum size of the SpriteBatch if there's no more room.
--HG-- branch : minor
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@@ -66,9 +66,11 @@ SpriteBatch::~SpriteBatch()
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int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index /*= -1*/)
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{
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// Only do this if there's a free slot.
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if ((index == -1 && next >= size) || index < -1 || index >= size)
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return -1;
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if (index < -1 || index >= size)
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throw love::Exception("Invalid sprite index: %d", index + 1);
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if (index == -1 && next >= size)
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setBufferSize(size * 2);
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Matrix3 t(x, y, a, sx, sy, ox, oy, kx, ky);
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@@ -83,9 +85,11 @@ int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, fl
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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*/)
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{
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// Only do this if there's a free slot.
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if ((index == -1 && next >= size) || index < -1 || index >= next)
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return -1;
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if (index < -1 || index >= size)
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throw love::Exception("Invalid sprite index: %d", index + 1);
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if (index == -1 && next >= size)
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setBufferSize(size * 2);
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Matrix3 t(x, y, a, sx, sy, ox, oy, kx, ky);
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@@ -198,8 +202,8 @@ void SpriteBatch::attachAttribute(const std::string &name, Mesh *mesh)
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AttachedAttribute oldattrib = {};
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AttachedAttribute newattrib = {};
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if (mesh->getVertexCount() < (size_t) getBufferSize() * 4)
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throw love::Exception("Mesh has too few vertices to be attached to this SpriteBatch (at least %d vertices are required)", getBufferSize()*4);
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if (mesh->getVertexCount() < (size_t) next * 4)
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throw love::Exception("Mesh has too few vertices to be attached to this SpriteBatch (at least %d vertices are required)", next*4);
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auto it = attached_attributes.find(name);
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if (it != attached_attributes.end())
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@@ -256,9 +260,9 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
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{
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Mesh *mesh = it.second.mesh.get();
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// We have to do this check here as well because setBufferSize can be
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// We have to do this check here as wll because setBufferSize can be
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// called after attachAttribute.
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if (mesh->getVertexCount() < (size_t) getBufferSize() * 4)
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if (mesh->getVertexCount() < (size_t) next * 4)
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throw love::Exception("Mesh with attribute '%s' attached to this SpriteBatch has too few vertices", it.first.c_str());
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int location = mesh->bindAttributeToShaderInput(it.second.index, it.first);
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@@ -91,13 +91,7 @@ public:
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int getCount() const;
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/**
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* Sets the total number of sprites this SpriteBatch can hold.
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* Leaves existing sprite data intact when possible.
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**/
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void setBufferSize(int newsize);
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/**
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* Get the total number of sprites this SpriteBatch can hold.
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* Get the total number of sprites this SpriteBatch can currently hold.
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**/
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int getBufferSize() const;
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@@ -118,6 +112,12 @@ private:
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int index;
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};
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/**
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* Sets the total number of sprites this SpriteBatch can hold.
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* Leaves existing sprite data intact when possible.
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**/
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void setBufferSize(int newsize);
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void addv(const Vertex *v, const Matrix3 &m, int index);
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/**
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@@ -188,14 +188,6 @@ int w_SpriteBatch_getCount(lua_State *L)
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return 1;
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}
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int w_SpriteBatch_setBufferSize(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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int size = (int) luaL_checknumber(L, 2);
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luax_catchexcept(L, [&]() {t->setBufferSize(size); });
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return 0;
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}
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int w_SpriteBatch_getBufferSize(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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@@ -224,7 +216,6 @@ static const luaL_Reg w_SpriteBatch_functions[] =
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{ "setColor", w_SpriteBatch_setColor },
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{ "getColor", w_SpriteBatch_getColor },
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{ "getCount", w_SpriteBatch_getCount },
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{ "setBufferSize", w_SpriteBatch_setBufferSize },
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{ "getBufferSize", w_SpriteBatch_getBufferSize },
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{ "attachAttribute", w_SpriteBatch_attachAttribute },
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{ 0, 0 }
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