Optimize memory allocation when using Sprite size during 2D rendering
This commit is contained in:
@@ -47,10 +47,16 @@ int32 SpriteAtlas::GetSpritesCount() const
|
||||
|
||||
Sprite SpriteAtlas::GetSprite(int32 index) const
|
||||
{
|
||||
CHECK_RETURN(index >= 0 && index < Sprites.Count(), Sprite())
|
||||
CHECK_RETURN(index >= 0 && index < Sprites.Count(), Sprite());
|
||||
return Sprites.Get()[index];
|
||||
}
|
||||
|
||||
void SpriteAtlas::GetSpriteArea(int32 index, Rectangle& result) const
|
||||
{
|
||||
CHECK(index >= 0 && index < Sprites.Count());
|
||||
result = Sprites.Get()[index].Area;
|
||||
}
|
||||
|
||||
void SpriteAtlas::SetSprite(int32 index, const Sprite& value)
|
||||
{
|
||||
CHECK(index >= 0 && index < Sprites.Count());
|
||||
|
||||
Reference in New Issue
Block a user