Geometry VisualFactoryCache::GetNPatchGeometry(int index)
{
- Geometry geometry;
- const NPatchData* data;
+ Geometry geometry;
+ std::shared_ptr<const NPatchData> data;
if(mNPatchLoader.GetNPatchData(mBrokenImageInfoContainer[index].npatchId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
if(data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1)
Shader VisualFactoryCache::GetNPatchShader(int index)
{
- Shader shader;
- const NPatchData* data;
+ Shader shader;
+ std::shared_ptr<const NPatchData> data;
// 0 is either no data (load failed?) or no stretch regions on image
// for both cases we use the default shader
NPatchUtility::StretchRanges::SizeType xStretchCount = 0;
void VisualFactoryCache::ApplyTextureAndUniforms(Renderer& renderer, int index)
{
- const NPatchData* data;
- TextureSet textureSet;
+ std::shared_ptr<const NPatchData> data;
+ TextureSet textureSet;
if(mNPatchLoader.GetNPatchData(mBrokenImageInfoContainer[index].npatchId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
textureSet = data->GetTextures();
mBrokenImageInfoContainer[index].visualType = visualUrl.GetType();
if(mBrokenImageInfoContainer[index].visualType == VisualUrl::Type::N_PATCH)
{
- const NPatchData* data;
- Rect<int> border;
+ std::shared_ptr<const NPatchData> data;
+ Rect<int> border;
mBrokenImageInfoContainer[index].npatchId = mNPatchLoader.Load(mTextureManager, NULL, mBrokenImageInfoContainer[index].url, border, mPreMultiplyOnLoad, true);
if(mNPatchLoader.GetNPatchData(mBrokenImageInfoContainer[index].npatchId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{