/* * 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