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- /*
- * 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;
- }
- const Mesh& Geometry::GetMesh() const
- {
- RMLUI_ASSERT(resource_handle != StableVectorIndex::Invalid);
- return RenderManagerAccess::GetMesh(render_manager, *this);
- }
- } // namespace Rml
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