Method: Gosu::BlockAllocator#alloc

Defined in:
lib/gosu_android/graphics/blockAllocator.rb

#alloc(a_width, a_height) ⇒ Object



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# File 'lib/gosu_android/graphics/blockAllocator.rb', line 60

def alloc(a_width, a_height)
  #The rect wouldn't even fit onto the texture!
  if a_width > width || a_height > height
      return [false]
  end     
  #We know there's no space left.
  if a_width > @pimpl.max_w && a_height > @pimpl.max_h
      return [false]
  end
  #Start to look for a place next to the last returned rect. Chances are
  #good we'll find a place there.
  b = Block.new(@pimpl.first_x, @pimpl.first_y, a_width, a_height)
  if @pimpl.is_block_free(b)
    @pimpl.mark_block_used(b, a_width, a_height)
    return [true, b]
  end

  b.top = 0
  b.left = 0
  #Brute force: Look for a free place on this texture.
  while(b.top <= (height - a_height)) do 
    while(b.left <= (width - a_width)) do
      if @pimpl.is_block_free(b)
        #Found a nice place!
  
        #Try to make up for the large for()-stepping.
        while (b.top > 0 and @pimpl.is_block_free(Block.new(b.left, b.top - 1, a_width, a_height))) do
            b.top -= 1
        end    
        while (b.left > 0 and @pimpl.is_block_free(Block.new(b.left - 1, b.top, a_width, a_height))) do
            b.left -= 1
        end
        @pimpl.mark_block_used(b, a_width, a_height)
        return [true, b]          
      end
      b.top += 16
      b.left += 8
    end      
  end

  #So there was no space for the bitmap. Remember this for later.
  @pimpl.max_w = a_width - 1
  @pimpl.max_h = a_height - 1
  return [false]           
end