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sseConcurrentContextGuard.cpp
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70 lines (62 loc) · 1.75 KB
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//========================================================
// Scaled Simulator Engine
//
// Author: Jason Huntley
//
// Description: Concurrent Context Proxy Guard. Ensures
// threaded procdures don't get access to
// syncronous objects.
//
// Notes:
//
// Y+
// |
// |__ X+
// /
// Z+
//
// Licensed under the Apache License, Version 2.0
// (the "License"); you may not use this file except in
// compliance with the License. You may obtain a copy of
// the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in
// writing, software distributed under the License is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
// CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing
// permissions and limitations under the License.
//
//=========================================================
#include "sseConcurrentContextGuard.hpp"
sseConcurrentContextGuard::sseConcurrentContextGuard()
{
m_pTextureLoader = NULL;
}
sseConcurrentContextGuard::~sseConcurrentContextGuard()
{
if (m_pTextureLoader!=NULL)
delete m_pTextureLoader;
}
void sseConcurrentContextGuard::Load(sseGrafxInterface *pRenderer)
{
m_pTextureLoader=new sseTexture();
m_pTextureLoader->SetRenderer(pRenderer);
Load(m_pTextureLoader);
}
void sseConcurrentContextGuard::Update(bool bPause)
{
if (!bPause)
{
processPhysics();
}
affineTransform();
}
void sseConcurrentContextGuard::Render(sseGrafxInterface *pRenderer)
{
PreProcess(pRenderer, m_pTextureLoader);
DrawObject(pRenderer, m_pTextureLoader);
PostProcess(pRenderer, m_pTextureLoader);
}