/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "../../Include/RmlUi/Core/Geometry.h"
#include "RenderManagerAccess.h"
namespace Rml {
Geometry::Geometry(RenderManager* render_manager, StableVectorIndex resource_handle) : UniqueRenderResource(render_manager, resource_handle) {}
void Geometry::Render(Vector2f translation, Texture texture, const CompiledShader& shader) const
{
if (resource_handle == StableVectorIndex::Invalid)
return;
translation = translation.Round();
RenderManagerAccess::Render(render_manager, *this, translation, texture, shader);
}
Mesh Geometry::Release(ReleaseMode mode)
{
if (resource_handle == StableVectorIndex::Invalid)
return Mesh();
Mesh mesh = RenderManagerAccess::ReleaseResource(render_manager, *this);
Clear();
if (mode == ReleaseMode::ClearMesh)
{
mesh.vertices.clear();
mesh.indices.clear();
}
return mesh;
}
} // namespace Rml