Codechange: Replicate cursor screen backup to chat message display, removing explicit memory management.
Incidentally, this makes Blitter::GetBytesPerPixel unneeed.
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@@ -58,7 +58,7 @@ static std::chrono::steady_clock::time_point _chatmessage_dirty_time;
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* the left and pixels from the bottom. The height is the maximum height.
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*/
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static PointDimension _chatmsg_box;
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static uint8_t *_chatmessage_backup = nullptr; ///< Backup in case text is moved.
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static ReusableBuffer<uint8_t> _chatmessage_backup; ///< Backup in case text is moved.
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/**
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* Test if there are any chat messages to display.
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@@ -103,7 +103,6 @@ void NetworkReInitChatBoxSize()
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{
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_chatmsg_box.y = 3 * FONT_HEIGHT_NORMAL;
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_chatmsg_box.height = MAX_CHAT_MESSAGES * (FONT_HEIGHT_NORMAL + ScaleGUITrad(NETWORK_CHAT_LINE_SPACING)) + ScaleGUITrad(4);
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_chatmessage_backup = ReallocT(_chatmessage_backup, static_cast<size_t>(_chatmsg_box.width) * _chatmsg_box.height * BlitterFactory::GetCurrentBlitter()->GetBytesPerPixel());
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}
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/** Initialize all buffers of the chat visualisation. */
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@@ -156,7 +155,7 @@ void NetworkUndrawChatMessage()
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_chatmessage_visible = false;
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/* Put our 'shot' back to the screen */
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blitter->CopyFromBuffer(blitter->MoveTo(_screen.dst_ptr, x, y), _chatmessage_backup, width, height);
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blitter->CopyFromBuffer(blitter->MoveTo(_screen.dst_ptr, x, y), _chatmessage_backup.GetBuffer(), width, height);
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/* And make sure it is updated next time */
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VideoDriver::GetInstance()->MakeDirty(x, y, width, height);
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@@ -208,10 +207,9 @@ void NetworkDrawChatMessage()
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}
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if (width <= 0 || height <= 0) return;
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assert(blitter->BufferSize(width, height) <= static_cast<size_t>(_chatmsg_box.width) * _chatmsg_box.height * blitter->GetBytesPerPixel());
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/* Make a copy of the screen as it is before painting (for undraw) */
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blitter->CopyToBuffer(blitter->MoveTo(_screen.dst_ptr, x, y), _chatmessage_backup, width, height);
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uint8_t *buffer = _chatmessage_backup.Allocate(BlitterFactory::GetCurrentBlitter()->BufferSize(width, height));
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blitter->CopyToBuffer(blitter->MoveTo(_screen.dst_ptr, x, y), buffer, width, height);
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_cur_dpi = &_screen; // switch to _screen painting
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