Render tweaks part 1: refactored sprite struct.

Optimized sprite handling in render.
Fixed switch warning in control.
This commit is contained in:
Muzychenko Andrey committed 2022-09-21 16:43:45 +03:00
1 parent 1e43bdd5fa
commit 9f0ae0434e
23 files changed
+258 -321

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+3 -3
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@@ -20,7 +20,7 @@ TBlocker::TBlocker(TPinballTable* table, int groupIndex) : TCollisionComponent(t
Timer = 0;
MessageField = 0;
ActiveFlag = 0;
render::sprite_set_bitmap(RenderSprite, nullptr);
RenderSprite->set_bitmap(nullptr);
}
int TBlocker::Message(MessageCode code, float value)
@@ -38,14 +38,14 @@ int TBlocker::Message(MessageCode code, float value)
}
MessageField = 0;
ActiveFlag = 0;
render::sprite_set_bitmap(RenderSprite, nullptr);
RenderSprite->set_bitmap(nullptr);
if (code == MessageCode::TBlockerDisable)
loader::play_sound(SoundIndex3, this, "TBlocker1");
break;
case MessageCode::TBlockerEnable:
ActiveFlag = 1;
loader::play_sound(SoundIndex4, this, "TBlocker2");
render::sprite_set_bitmap(RenderSprite, ListBitmap->at(0));
RenderSprite->set_bitmap(ListBitmap->at(0));
if (Timer)
timer::kill(Timer);
Timer = timer::set(std::max(value, 0.0f), this, TimerExpired);