[sprite_load] kill unnecessary check

pull/2400/head
nick black 3 years ago committed by nick black
parent 0dbb469a27
commit db9d15f795

@ -154,18 +154,6 @@ sprixel* sprixel_alloc(ncplane* n, int dimy, int dimx){
int sprixel_load(sprixel* spx, fbuf* f, unsigned pixy, unsigned pixx,
int parse_start, sprixel_e state){
assert(spx->n);
/*
if(spx->cellpxy > 0){ // don't explode on ncdirect case
if((pixy + spx->cellpxy - 1) / spx->cellpxy > spx->dimy){
logerror("bad pixy %d (cellpxy %d dimy %d)\n", pixy, spx->cellpxy, spx->dimy);
return -1;
}
if((pixx + spx->cellpxx - 1) / spx->cellpxx > spx->dimx){
logerror("bad pixx %d (cellpxx %d dimx %d)\n", pixx, spx->cellpxx, spx->dimx);
return -1;
}
}
*/
if(&spx->glyph != f){
fbuf_free(&spx->glyph);
memcpy(&spx->glyph, f, sizeof(*f));
@ -180,6 +168,7 @@ int sprixel_load(sprixel* spx, fbuf* f, unsigned pixy, unsigned pixx,
// returns 1 if already annihilated, 0 if we successfully annihilated the cell,
// or -1 if we could not annihilate the cell (i.e. we're sixel).
int sprite_wipe(const notcurses* nc, sprixel* s, int ycell, int xcell){
assert(s->n);
int idx = s->dimx * ycell + xcell;
if(s->n->tam[idx].state == SPRIXCELL_TRANSPARENT){
// need to make a transparent auxvec, because a reload will force us to

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