Codechange: Move spritelayout preprocessing to a separate class, which owns the heap allocations involved.
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@@ -287,19 +287,19 @@ static bool RangeHighComparator(const DeterministicSpriteGroupRange &range, uint
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* @param[in,out] stage Construction stage (0-3), or nullptr if not applicable.
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* @return sprite layout to draw.
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*/
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DrawTileSpriteSpan TileLayoutSpriteGroup::ProcessRegisters(uint8_t *stage) const
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SpriteLayoutProcessor TileLayoutSpriteGroup::ProcessRegisters(uint8_t *stage) const
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{
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if (!this->dts.NeedsPreprocessing()) {
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if (stage != nullptr && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
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return {this->dts.ground, this->dts.seq};
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return SpriteLayoutProcessor(this->dts);
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}
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uint8_t actual_stage = stage != nullptr ? *stage : 0;
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this->dts.PrepareLayout(0, 0, 0, actual_stage, false);
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this->dts.ProcessRegisters(0, 0, false);
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SpriteLayoutProcessor result(this->dts, 0, 0, 0, actual_stage, false);
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result.ProcessRegisters(0, 0);
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/* Stage has been processed by PrepareLayout(), set it to zero. */
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if (stage != nullptr) *stage = 0;
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return this->dts.GetLayout();
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return result;
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}
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