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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Minor fixes (possible surface leak);
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4c636c15e9
commit
5a7a208617
@ -1272,12 +1272,15 @@ CFadeAnimation::~CFadeAnimation()
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SDL_FreeSurface(fadingSurface);
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}
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void CFadeAnimation::init(EMode mode, float animDelta /* = DEFAULT_DELTA */, SDL_Surface * sourceSurface /* = nullptr */, bool freeSurfaceAtEnd /* = false */)
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void CFadeAnimation::init(EMode mode, SDL_Surface * sourceSurface, bool freeSurfaceAtEnd /* = false */, float animDelta /* = DEFAULT_DELTA */)
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{
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if (fading)
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{
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// in that case, immediately finish the previous fade
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// (alternatively, we could just return here to ignore the new fade request until this one finished (but we'd need to free the passed bitmap to avoid leaks))
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logGlobal->warnStream() << "Tried to init fading animation that is already running.";
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return;
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if (fadingSurface && shouldFreeSurface)
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SDL_FreeSurface(fadingSurface);
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}
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if (animDelta <= 0.0f)
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{
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@ -243,7 +243,7 @@ public:
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CFadeAnimation();
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~CFadeAnimation();
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void init(EMode mode, float animDelta = DEFAULT_DELTA, SDL_Surface * sourceSurface = nullptr, bool freeSurfaceAtEnd = false);
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void init(EMode mode, SDL_Surface * sourceSurface, bool freeSurfaceAtEnd = false, float animDelta = DEFAULT_DELTA);
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void update();
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void draw(SDL_Surface * targetSurface, const SDL_Rect * sourceRect, SDL_Rect * destRect);
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bool isFading() const { return fading; }
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@ -1228,7 +1228,7 @@ bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = fals
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auto tmp = CSDL_Ext::newSurface(bitmap->w, bitmap->h);
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SDL_BlitSurface(bitmap, nullptr, tmp, nullptr); // can't be 8bpp for fading
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auto anim = new CFadeAnimation();
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anim->init(CFadeAnimation::EMode::IN, 0.05f, tmp, true);
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anim->init(CFadeAnimation::EMode::IN, tmp, true);
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fadeAnims[++fadeAnimCounter] = std::pair<int3, CFadeAnimation*>(int3(fx, fy, obj->pos.z), anim);
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toAdd.fadeAnimKey = fadeAnimCounter;
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}
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@ -1276,7 +1276,7 @@ bool CMapHandler::hideObject(const CGObjectInstance *obj, bool fadeout /* = fals
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SDL_BlitSurface(bitmap, nullptr, tmp, nullptr); // can't be 8bpp for fading
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auto anim = new CFadeAnimation();
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anim->init(CFadeAnimation::EMode::OUT, 0.05f, tmp, true);
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anim->init(CFadeAnimation::EMode::OUT, tmp, true);
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fadeAnims[++fadeAnimCounter] = std::pair<int3, CFadeAnimation*>(int3(i, j, k), anim);
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ttiles[i][j][k].objects[x].fadeAnimKey = fadeAnimCounter;
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}
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@ -359,7 +359,7 @@ void CTerrainRect::fadeFromCurrentView()
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if (!fadeSurface)
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fadeSurface = CSDL_Ext::newSurface(pos.w, pos.h);
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SDL_BlitSurface(screen, &pos, fadeSurface, nullptr);
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fadeAnim->init(CFadeAnimation::EMode::OUT, 0.05f, fadeSurface);
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fadeAnim->init(CFadeAnimation::EMode::OUT, fadeSurface);
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}
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bool CTerrainRect::needsAnimUpdate()
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@ -979,11 +979,11 @@ void CAdvMapInt::selectionChanged()
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select(to);
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}
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void CAdvMapInt::centerOn(int3 on, bool fadeIfZChanged /* = false */)
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void CAdvMapInt::centerOn(int3 on, bool fade /* = false */)
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{
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bool switchedLevels = on.z != position.z;
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if (fadeIfZChanged)
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if (fade)
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{
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terrain.fadeFromCurrentView();
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}
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@ -1018,9 +1018,9 @@ void CAdvMapInt::centerOn(int3 on, bool fadeIfZChanged /* = false */)
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terrain.redraw();
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}
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void CAdvMapInt::centerOn(const CGObjectInstance *obj, bool fadeIfZChanged /* = false */)
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void CAdvMapInt::centerOn(const CGObjectInstance *obj, bool fade /* = false */)
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{
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centerOn(obj->getSightCenter(), fadeIfZChanged);
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centerOn(obj->getSightCenter(), fade);
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}
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void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
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@ -186,8 +186,8 @@ public:
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void select(const CArmedInstance *sel, bool centerView = true);
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void selectionChanged();
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void centerOn(int3 on, bool fadeIfZChanged = false);
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void centerOn(const CGObjectInstance *obj, bool fadeIfZChanged = false);
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void centerOn(int3 on, bool fade = false);
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void centerOn(const CGObjectInstance *obj, bool fade = false);
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int3 verifyPos(int3 ver);
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void handleRightClick(std::string text, tribool down);
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void keyPressed(const SDL_KeyboardEvent & key);
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