Made Sheet.Texture into Sheet.GetTexture() since we will want to call it for side-effects.

Do the same for Sheet.Data since it has the side effect of generating a buffer.
This commit is contained in:
RoosterDragon
2014-10-14 17:02:48 +01:00
committed by RoosterDragon
parent ff16690b86
commit a6f5a21ed4
9 changed files with 25 additions and 31 deletions

View File

@@ -74,7 +74,7 @@ namespace OpenRA.Mods.Common.Widgets
var r = new Rectangle(0, 0, width, height);
var s = new Size(terrainBitmap.Width, terrainBitmap.Height);
var terrainSheet = new Sheet(s);
terrainSheet.Texture.SetData(terrainBitmap);
terrainSheet.GetTexture().SetData(terrainBitmap);
terrainSprite = new Sprite(terrainSheet, r, TextureChannel.Alpha);
// Data is set in Tick()
@@ -203,16 +203,16 @@ namespace OpenRA.Mods.Common.Widgets
{
updateTicks = 12;
using (var bitmap = Minimap.CustomTerrainBitmap(world))
customTerrainSprite.sheet.Texture.SetData(bitmap);
customTerrainSprite.sheet.GetTexture().SetData(bitmap);
}
if (updateTicks == 8)
using (var bitmap = Minimap.ActorsBitmap(world))
actorSprite.sheet.Texture.SetData(bitmap);
actorSprite.sheet.GetTexture().SetData(bitmap);
if (updateTicks == 4)
using (var bitmap = Minimap.ShroudBitmap(world))
shroudSprite.sheet.Texture.SetData(bitmap);
shroudSprite.sheet.GetTexture().SetData(bitmap);
// Enable/Disable the radar
var enabled = IsEnabled();