text: /*
  * Copyright (c) 2006, Ondrej Danek (www.ondrej-danek.net)
  * All rights reserved.
  * Redistribution and use in source and binary forms, with or without
  * modification, are permitted provided that the following conditions are met:
  *
  *     * Redistributions of source code must retain the above copyright
  *       notice, this list of conditions and the following disclaimer.
  *     * Redistributions in binary form must reproduce the above copyright
  *       notice, this list of conditions and the following disclaimer in the
  *       documentation and/or other materials provided with the distribution.
  *     * Neither the name of Ondrej Danek nor the
  *       names of its contributors may be used to endorse or promote products
  *       derived from this software without specific prior written permission.
  *
  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
  * GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
  * OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  */
  
  #include "FaceList.h"
  #include "Video.h"
  
  namespace Duel6 {
      FaceList::~FaceList() {
      }
  
      void FaceList::build(Renderer &renderer) {
          if (!faces.empty()) {
              buffer = renderer.makeBuffer(*this);
          } else {
              buffer = nullptr;
          }
      }
  
      void FaceList::render(Texture texture, bool masked) const {
          if (faces.empty()) {
              return;
          }
  
          Material material(texture, Color::WHITE, masked);
          buffer->render(material);
      }
  
      void FaceList::nextFrame() {
          if (faces.empty()) {
              return;
          }
  
          for (Face &face : faces) {
              face.nextFrame();
          }
          buffer->update(*this);
      }
  }
  