Optimize memory allocation when using Sprite size during 2D rendering

This commit is contained in:
Wojtek Figat
2023-10-17 22:44:15 +02:00
parent 1cbf867fc7
commit c457087612
3 changed files with 24 additions and 3 deletions

View File

@@ -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());