SDLPP: Don't save textures before render
Since textures should only be manipulated in the main thread (as well as rendering), let programmers deal with ensuring the texture is available during rendercopy
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@ -119,7 +119,4 @@ void RenderObject::copyTo( std::shared_ptr< RenderObject > other ) {
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}
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}
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other->colidedWith.clear();
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other->colidedWith.clear();
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}
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}
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void RenderObject::saveCurTexture() {
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cur_texture = texture;
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}
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} // namespace SDLPP
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} // namespace SDLPP
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@ -16,6 +16,7 @@ class SDLPPSCOPE RenderObject {
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public:
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public:
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RenderObject( const std::shared_ptr< Renderer > &r ) : renderer( r ) {}
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RenderObject( const std::shared_ptr< Renderer > &r ) : renderer( r ) {}
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virtual ~RenderObject() {}
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virtual ~RenderObject() {}
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// TODO maybe do basic render() that all descandants can inherit?
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virtual void render() = 0;
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virtual void render() = 0;
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virtual int leftmost() = 0;
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virtual int leftmost() = 0;
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virtual int topmost() = 0;
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virtual int topmost() = 0;
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@ -78,7 +79,6 @@ public:
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bool isStatic();
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bool isStatic();
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void setStatic( bool stat = true );
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void setStatic( bool stat = true );
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std::shared_ptr< Renderer > getRenderer() const;
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std::shared_ptr< Renderer > getRenderer() const;
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void saveCurTexture();
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protected:
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protected:
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virtual void copyTo( std::shared_ptr< RenderObject > other );
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virtual void copyTo( std::shared_ptr< RenderObject > other );
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@ -120,10 +120,8 @@ void Scene::renderScene( bool clear_renderer ) {
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if ( background && background->getTexturePtr() )
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if ( background && background->getTexturePtr() )
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SDL_RenderCopy( renderer->getRendererPtr(), background->getTexturePtr(),
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SDL_RenderCopy( renderer->getRendererPtr(), background->getTexturePtr(),
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NULL, NULL );
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NULL, NULL );
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for ( const auto &x : render_objects ) {
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for ( const auto &x : render_objects )
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x->saveCurTexture();
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x->render();
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x->render();
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}
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}
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}
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void Scene::presentScene() {
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void Scene::presentScene() {
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SDL_RenderPresent( renderer->getRendererPtr() );
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SDL_RenderPresent( renderer->getRendererPtr() );
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