summaryrefslogtreecommitdiff
path: root/ui
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2025-03-22 11:50:31 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2025-03-22 11:50:31 +0000
commit9fd25e8b10b1291525a18c8b3e34256ca6151dd6 (patch)
treec483b55010f310ed60cb7381130feedd2b3980a9 /ui
parentSupport resizing the main window (diff)
downloadilt-9fd25e8b10b1291525a18c8b3e34256ca6151dd6.tar.bz2
ilt-9fd25e8b10b1291525a18c8b3e34256ca6151dd6.tar.xz
ilt-9fd25e8b10b1291525a18c8b3e34256ca6151dd6.zip
Add ManyPtr which tracks specified subclasses
This removes the need to repeated dynamic_cast the pointer. Provides interface which enforces the fastest option for the required types.
Diffstat (limited to 'ui')
-rw-r--r--ui/gameMainWindow.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index d88bab5..b58f3dc 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -75,9 +75,9 @@ GameMainWindow::render() const
void
GameMainWindow::content(const SceneShader & shader, const Frustum & frustum) const
{
- for (const auto & [id, asset] : gameState->assets) {
- if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
- r->render(shader, frustum);
+ for (const auto & [assetId, asset] : gameState->assets) {
+ if (const auto renderable = asset.getAs<const Renderable>()) {
+ renderable->render(shader, frustum);
}
}
gameState->world.apply<Renderable>(&Renderable::render, shader, frustum);
@@ -99,9 +99,9 @@ GameMainWindow::lights(const SceneShader & shader) const
void
GameMainWindow::shadows(const ShadowMapper & shadowMapper, const Frustum & frustum) const
{
- for (const auto & [id, asset] : gameState->assets) {
- if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
- r->shadows(shadowMapper, frustum);
+ for (const auto & [assetId, asset] : gameState->assets) {
+ if (const auto renderable = asset.getAs<const Renderable>()) {
+ renderable->shadows(shadowMapper, frustum);
}
}
gameState->world.apply<Renderable>(&Renderable::shadows, shadowMapper, frustum);