Reduced the number of explicit retain/release method calls on love objects. Less chance of bugs!

This commit is contained in:
Alex Szpakowski
2014-08-07 14:53:17 -03:00
parent a0fff798aa
commit d59c76a55f
38 changed files with 194 additions and 247 deletions
+17 -32
View File
@@ -102,7 +102,6 @@ ParticleSystem::ParticleSystem(Texture *texture, uint32 size)
sizes.push_back(1.0f);
colors.push_back(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
setBufferSize(size);
texture->retain();
}
ParticleSystem::ParticleSystem(const ParticleSystem &p)
@@ -150,22 +149,10 @@ ParticleSystem::ParticleSystem(const ParticleSystem &p)
, relativeRotation(p.relativeRotation)
{
setBufferSize(maxParticles);
if (texture != nullptr)
texture->retain();
for (Quad *quad : quads)
quad->retain();
}
ParticleSystem::~ParticleSystem()
{
if (texture != nullptr)
texture->release();
for (Quad *quad : quads)
quad->release();
deleteBuffers();
}
@@ -422,19 +409,14 @@ ParticleSystem::Particle *ParticleSystem::removeParticle(Particle *p)
return pNext;
}
void ParticleSystem::setTexture(Texture *texture)
void ParticleSystem::setTexture(Texture *tex)
{
Object::AutoRelease imagerelease(this->texture);
this->texture = texture;
if (texture)
texture->retain();
texture.set(tex);
}
Texture *ParticleSystem::getTexture() const
{
return texture;
return texture.get();
}
void ParticleSystem::setInsertMode(InsertMode mode)
@@ -732,26 +714,29 @@ std::vector<Color> ParticleSystem::getColor() const
void ParticleSystem::setQuads(const std::vector<Quad *> &newQuads)
{
for (Quad *quad : newQuads)
quad->retain();
std::vector<StrongRef<Quad>> quadlist;
quadlist.reserve(newQuads.size());
for (Quad *quad : quads)
quad->release();
for (Quad *q : newQuads)
quadlist.push_back(q);
quads = newQuads;
quads = quadlist;
}
void ParticleSystem::setQuads()
{
for (Quad *quad : quads)
quad->release();
quads.clear();
}
const std::vector<Quad *> &ParticleSystem::getQuads() const
std::vector<Quad *> ParticleSystem::getQuads() const
{
return quads;
std::vector<Quad *> quadlist;
quadlist.reserve(quads.size());
for (const Object::StrongRef<Quad> &q : quads)
quadlist.push_back(q.get());
return quadlist;
}
void ParticleSystem::setRelativeRotation(bool enable)
@@ -838,7 +823,7 @@ bool ParticleSystem::isFull() const
void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
uint32 pCount = getCount();
if (pCount == 0 || texture == nullptr || pMem == nullptr || particleVerts == nullptr)
if (pCount == 0 || texture.get() == nullptr || pMem == nullptr || particleVerts == nullptr)
return;
Color curcolor = gl.getColor();