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60 /* Allocate a new SpriteGroup */ |
60 /* Allocate a new SpriteGroup */ |
61 SpriteGroup *AllocateSpriteGroup() |
61 SpriteGroup *AllocateSpriteGroup() |
62 { |
62 { |
63 /* This is totally different to the other pool allocators, as we never remove an item from the pool. */ |
63 /* This is totally different to the other pool allocators, as we never remove an item from the pool. */ |
64 if (_spritegroup_count == GetSpriteGroupPoolSize()) { |
64 if (_spritegroup_count == GetSpriteGroupPoolSize()) { |
65 if (!AddBlockToPool(&_SpriteGroup_pool)) return NULL; |
65 if (!_SpriteGroup_pool.AddBlockToPool()) return NULL; |
66 } |
66 } |
67 |
67 |
68 return GetSpriteGroup(_spritegroup_count++); |
68 return GetSpriteGroup(_spritegroup_count++); |
69 } |
69 } |
70 |
70 |
71 |
71 |
72 void InitializeSpriteGroupPool() |
72 void InitializeSpriteGroupPool() |
73 { |
73 { |
74 CleanPool(&_SpriteGroup_pool); |
74 _SpriteGroup_pool.CleanPool(); |
75 |
75 |
76 _spritegroup_count = 0; |
76 _spritegroup_count = 0; |
77 } |
77 } |
78 |
78 |
79 uint32 _temp_store[0x110]; |
79 uint32 _temp_store[0x110]; |