fix accidental overwrite of the update flag when creating text

Thu, 17 Jul 2025 19:45:44 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 17 Jul 2025 19:45:44 +0200
changeset 209
90fc22696e94
parent 208
658bccb1bf73
child 210
3021616e5772

fix accidental overwrite of the update flag when creating text

src/text.c file | annotate | diff | comparison | revisions
--- a/src/text.c	Thu Jul 17 19:44:22 2025 +0200
+++ b/src/text.c	Thu Jul 17 19:45:44 2025 +0200
@@ -150,14 +150,6 @@
     AscText *text = cxZallocDefault(sizeof(AscText));
     asc_ptr_cast(AscSceneNode, node, text);
 
-    // node properties
-    asc_scene_node_init(node,
-        ASC_SCENE_NODE_FUNCS(asc_text),
-        .name = args.name,
-        .render_group = ASC_RENDER_GROUP_2D_BLEND,
-        .pos2d = ASC_VEC2I(args.x, args.y)
-    );
-
     // text properties
     node->flags = args.alignment; // use flags variable to save some space
     text->max_width = args.max_width;
@@ -176,8 +168,14 @@
     // mesh will be created in the update func
     text->texture = cxMallocDefault(sizeof(AscTexture));
     asc_texture_init_rectangle(text->texture, 1);
-    // TODO: check why we can't just wait for the first normal update to happen
-    //asc_text_update(node);
+
+    // basic node properties
+    asc_scene_node_init(node,
+        ASC_SCENE_NODE_FUNCS(asc_text),
+        .name = args.name,
+        .render_group = ASC_RENDER_GROUP_2D_BLEND,
+        .pos2d = ASC_VEC2I(args.x, args.y)
+    );
 
     return node;
 }

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