mirror of
https://codeberg.org/scip/golsky.git
synced 2025-12-16 12:10:58 +01:00
fixed grid lines performance problem
This commit is contained in:
72
src/play.go
72
src/play.go
@@ -46,23 +46,23 @@ type ScenePlay struct {
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Clear bool
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Grids []*Grid // 2 grids: one current, one next
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History History // holds state of past dead cells for evolution traces
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Index int // points to current grid
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Generations int64 // Stats
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TicksElapsed int // tick counter for game speed
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Camera Camera // for zoom+move
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World, Cache, GridImage *ebiten.Image // actual image we render to
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WheelTurned bool // when user turns wheel multiple times, zoom faster
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Dragging bool // middle mouse is pressed, move canvas
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LastCursorPos []float64 // used to check if the user is dragging
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MarkTaken bool // true when mouse1 pressed
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MarkDone bool // true when mouse1 released, copy cells between Mark+Point
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Mark, Point image.Point // area to marks+save
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RunOneStep bool // mutable flags from config
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TPG int // current game speed (ticks per game)
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Theme Theme
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RuleCheckFunc func(uint8, uint8) uint8
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Grids []*Grid // 2 grids: one current, one next
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History History // holds state of past dead cells for evolution traces
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Index int // points to current grid
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Generations int64 // Stats
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TicksElapsed int // tick counter for game speed
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Camera Camera // for zoom+move
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World, Cache *ebiten.Image // actual image we render to
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WheelTurned bool // when user turns wheel multiple times, zoom faster
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Dragging bool // middle mouse is pressed, move canvas
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LastCursorPos []float64 // used to check if the user is dragging
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MarkTaken bool // true when mouse1 pressed
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MarkDone bool // true when mouse1 released, copy cells between Mark+Point
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Mark, Point image.Point // area to marks+save
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RunOneStep bool // mutable flags from config
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TPG int // current game speed (ticks per game)
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Theme Theme
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RuleCheckFunc func(uint8, uint8) uint8
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}
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func NewPlayScene(game *Game, config *Config) Scene {
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@@ -505,13 +505,6 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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}
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}
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if scene.Config.ShowGrid {
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// draw the pre-drawn grid onto the world
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op.GeoM.Reset()
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op.GeoM.Translate(0, 0)
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scene.World.DrawImage(scene.GridImage, op)
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}
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scene.DrawMark(scene.World)
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scene.Camera.Render(scene.World, screen)
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@@ -610,22 +603,19 @@ func (scene *ScenePlay) InitPattern() {
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// pre-render offscreen cache image
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func (scene *ScenePlay) InitCache() {
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op := &ebiten.DrawImageOptions{}
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// setup theme
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scene.Theme.SetGrid(scene.Config.ShowGrid)
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if scene.Config.ShowGrid {
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scene.Cache.Fill(scene.Theme.Color(ColGrid))
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} else {
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if !scene.Config.ShowGrid {
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scene.Cache.Fill(scene.Theme.Color(ColDead))
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return
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}
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for y := 0; y < scene.Config.Height; y++ {
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// horizontal grid line
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vector.StrokeLine(scene.GridImage,
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float32(0), float32(y*scene.Config.Cellsize),
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float32(scene.Config.Width*scene.Config.Cellsize), float32(y*scene.Config.Cellsize),
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1, scene.Theme.Color(ColGrid), false,
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)
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op := &ebiten.DrawImageOptions{}
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scene.Cache.Fill(scene.Theme.Color(ColGrid))
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for y := 0; y < scene.Config.Height; y++ {
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for x := 0; x < scene.Config.Width; x++ {
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op.GeoM.Reset()
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op.GeoM.Translate(
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@@ -634,13 +624,6 @@ func (scene *ScenePlay) InitCache() {
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)
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scene.Cache.DrawImage(scene.Theme.Tile(ColDead), op)
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// vertical grid line
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vector.StrokeLine(scene.GridImage,
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float32(x*scene.Config.Cellsize), float32(0),
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float32(x*scene.Config.Cellsize), float32(scene.Config.Height*scene.Config.Cellsize),
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1, scene.Theme.Color(ColGrid), false,
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)
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}
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}
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}
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@@ -687,11 +670,6 @@ func (scene *ScenePlay) Init() {
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scene.Config.Height*scene.Config.Cellsize,
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)
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scene.GridImage = ebiten.NewImage(
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scene.Config.Width*scene.Config.Cellsize,
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scene.Config.Height*scene.Config.Cellsize,
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)
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scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
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scene.InitCache()
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28
src/theme.go
28
src/theme.go
@@ -25,9 +25,11 @@ const (
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// the colors and the actual tile images here, so that they are
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// readily available from play.go
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type Theme struct {
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Tiles map[int]*ebiten.Image
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Colors map[int]color.RGBA
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Name string
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Tiles map[int]*ebiten.Image
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GridTiles map[int]*ebiten.Image
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Colors map[int]color.RGBA
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Name string
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ShowGrid bool
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}
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type ThemeDef struct {
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@@ -84,10 +86,14 @@ func NewTheme(def ThemeDef, cellsize int, name string) Theme {
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}
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theme.Tiles = make(map[int]*ebiten.Image, 6)
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theme.GridTiles = make(map[int]*ebiten.Image, 6)
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for cid, col := range theme.Colors {
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theme.Tiles[cid] = ebiten.NewImage(cellsize, cellsize)
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FillCell(theme.Tiles[cid], cellsize, col)
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FillCell(theme.Tiles[cid], cellsize, col, 0)
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theme.GridTiles[cid] = ebiten.NewImage(cellsize, cellsize)
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FillCell(theme.GridTiles[cid], cellsize, col, 1)
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}
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return theme
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@@ -97,6 +103,10 @@ func NewTheme(def ThemeDef, cellsize int, name string) Theme {
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// unknown type is being used, which is ok, since the code is the only
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// user anyway
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func (theme *Theme) Tile(col int) *ebiten.Image {
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if theme.ShowGrid {
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return theme.GridTiles[col]
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}
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return theme.Tiles[col]
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}
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@@ -104,6 +114,10 @@ func (theme *Theme) Color(col int) color.RGBA {
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return theme.Colors[col]
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}
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func (theme *Theme) SetGrid(showgrid bool) {
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theme.ShowGrid = showgrid
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}
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type ThemeManager struct {
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Theme string
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Themes map[string]Theme
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@@ -152,11 +166,11 @@ func (manager *ThemeManager) SetCurrentTheme(theme string) {
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//
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// So we don't draw a grid, we just left a grid behind, which saves us
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// from a lot of drawing operations.
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func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
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func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA, x int) {
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vector.DrawFilledRect(
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tile,
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float32(0),
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float32(0),
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float32(x),
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float32(x),
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float32(cellsize),
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float32(cellsize),
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col, false,
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