Enhance Renderer class with Clear and Present methods for improved rendering control; remove unnecessary comments and streamline SDL_Surface and SDL_Texture deleters by eliminating memory tracking logic. Additionally, remove unused TexturePool class to simplify the codebase.

This commit is contained in:
scawful
2025-04-30 00:44:12 -04:00
parent 53f1fa81f3
commit 3bd05f6beb
3 changed files with 9 additions and 81 deletions

View File

@@ -42,16 +42,10 @@ class Renderer {
auto renderer() -> SDL_Renderer * { return renderer_.get(); }
/**
* @brief Used to render a bitmap to the screen.
*/
void RenderBitmap(gfx::Bitmap *bitmap) {
bitmap->CreateTexture(renderer_.get());
}
/**
* @brief Used to update a bitmap on the screen.
*/
void UpdateBitmap(gfx::Bitmap *bitmap) {
bitmap->UpdateTexture(renderer_.get());
}
@@ -64,6 +58,13 @@ class Renderer {
RenderBitmap(&bitmap);
}
void Clear() {
SDL_SetRenderDrawColor(renderer_.get(), 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer_.get());
}
void Present() { SDL_RenderPresent(renderer_.get()); }
private:
Renderer() = default;

View File

@@ -3,8 +3,6 @@
#include <SDL.h>
#include "app/core/platform/memory_tracker.h"
namespace yaze {
namespace core {
@@ -19,8 +17,7 @@ struct SDL_Deleter {
// Custom deleter for SDL_Surface
struct SDL_Surface_Deleter {
void operator()(SDL_Surface* p) const {
if (p && !MemoryTracker::GetInstance().IsFreed(p)) {
MemoryTracker::GetInstance().TrackDeallocation(p);
if (p) {
SDL_FreeSurface(p);
}
}
@@ -29,8 +26,7 @@ struct SDL_Surface_Deleter {
// Custom deleter for SDL_Texture
struct SDL_Texture_Deleter {
void operator()(SDL_Texture* p) const {
if (p && !MemoryTracker::GetInstance().IsFreed(p)) {
MemoryTracker::GetInstance().TrackDeallocation(p);
if (p) {
SDL_DestroyTexture(p);
}
}

View File

@@ -1,69 +0,0 @@
#ifndef YAZE_APP_GFX_TEXTURE_POOL_H
#define YAZE_APP_GFX_TEXTURE_POOL_H
#include <SDL.h>
#include <string>
#include <unordered_map>
#include <vector>
namespace yaze {
namespace gfx {
class TexturePool {
public:
static TexturePool& GetInstance() {
static TexturePool instance;
return instance;
}
SDL_Texture* GetTexture(SDL_Renderer* renderer, int width, int height,
Uint32 format) {
std::string key = GenerateKey(width, height, format);
// Check if we have a suitable texture in the pool
auto it = available_textures_.find(key);
if (it != available_textures_.end() && !it->second.empty()) {
SDL_Texture* texture = it->second.back();
it->second.pop_back();
return texture;
}
// Create a new texture
return SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STREAMING,
width, height);
}
void ReturnTexture(SDL_Texture* texture, int width, int height,
Uint32 format) {
if (!texture) return;
std::string key = GenerateKey(width, height, format);
available_textures_[key].push_back(texture);
}
void Clear() {
for (auto& pair : available_textures_) {
for (SDL_Texture* texture : pair.second) {
SDL_DestroyTexture(texture);
}
}
available_textures_.clear();
}
private:
TexturePool() = default;
std::string GenerateKey(int width, int height, Uint32 format) {
return std::to_string(width) + "x" + std::to_string(height) + "_" +
std::to_string(format);
}
std::unordered_map<std::string, std::vector<SDL_Texture*>>
available_textures_;
};
} // namespace gfx
} // namespace yaze
#endif // YAZE_APP_GFX_TEXTURE_POOL_H