Codechange: Access temporary storage through ResolverObject during sprite layout preprocessing.

This commit is contained in:
frosch
2025-05-05 21:59:56 +02:00
committed by frosch
parent 85be7a4d92
commit f59cf73b88
10 changed files with 24 additions and 22 deletions

View File

@@ -284,10 +284,11 @@ static bool RangeHighComparator(const DeterministicSpriteGroupRange &range, uint
* Process registers and the construction stage into the sprite layout.
* The passed construction stage might get reset to zero, if it gets incorporated into the layout
* during the preprocessing.
* @param object ResolverObject owning the temporary storage.
* @param[in,out] stage Construction stage (0-3), or nullptr if not applicable.
* @return sprite layout to draw.
*/
SpriteLayoutProcessor TileLayoutSpriteGroup::ProcessRegisters(uint8_t *stage) const
SpriteLayoutProcessor TileLayoutSpriteGroup::ProcessRegisters(const ResolverObject &object, uint8_t *stage) const
{
if (!this->dts.NeedsPreprocessing()) {
if (stage != nullptr && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
@@ -296,7 +297,7 @@ SpriteLayoutProcessor TileLayoutSpriteGroup::ProcessRegisters(uint8_t *stage) co
uint8_t actual_stage = stage != nullptr ? *stage : 0;
SpriteLayoutProcessor result(this->dts, 0, 0, 0, actual_stage, false);
result.ProcessRegisters(0, 0);
result.ProcessRegisters(object, 0, 0);
/* Stage has been processed by PrepareLayout(), set it to zero. */
if (stage != nullptr) *stage = 0;