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Merge pull request #315 from vlidholt/master
Optimizations for sprite code
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commit
0d7156fc03
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@ -37,6 +37,7 @@ class Node {
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int _addedOrder;
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int _childrenLastAddedOrder = 0;
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bool _childrenNeedSorting = false;
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Matrix4 _savedTotalMatrix;
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/// Decides if the node and its children is currently paused.
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///
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@ -64,6 +65,7 @@ class Node {
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ActionController get actions {
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if (_actions == null) {
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_actions = new ActionController();
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if (_spriteBox != null) _spriteBox._actionControllers = null;
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}
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return _actions;
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}
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@ -200,7 +202,7 @@ class Node {
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child._spriteBox = this._spriteBox;
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_childrenLastAddedOrder += 1;
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child._addedOrder = _childrenLastAddedOrder;
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if (_spriteBox != null) _spriteBox._eventTargets = null;
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if (_spriteBox != null) _spriteBox._registerNode(child);
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}
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/// Removes a child from this node.
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@ -211,7 +213,7 @@ class Node {
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if (_children.remove(child)) {
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child._parent = null;
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child._spriteBox = null;
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if (_spriteBox != null) _spriteBox._eventTargets = null;
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if (_spriteBox != null) _spriteBox._deregisterNode(child);
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}
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}
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@ -233,7 +235,7 @@ class Node {
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}
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_children = [];
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_childrenNeedSorting = false;
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if (_spriteBox != null) _spriteBox._eventTargets = null;
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if (_spriteBox != null) _spriteBox._deregisterNode(null);
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}
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void _sortChildren() {
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@ -414,7 +416,7 @@ class Node {
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}
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void _prePaint(PaintingCanvas canvas) {
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canvas.save();
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_savedTotalMatrix = canvas.getTotalMatrix();
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// Get the transformation matrix and apply transform
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canvas.concat(transformMatrix.storage);
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@ -465,7 +467,7 @@ class Node {
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}
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void _postPaint(PaintingCanvas canvas) {
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canvas.restore();
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canvas.setMatrix(_savedTotalMatrix);
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}
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// Receiving update calls
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@ -29,6 +29,8 @@ class Sprite extends NodeWithSize {
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/// mySprite.transferMode = TransferMode.plusMode;
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TransferMode transferMode;
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Paint _cachedPaint = new Paint();
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/// Creates a new sprite from the provided [texture].
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///
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/// var mySprite = new Sprite(myTexture)
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@ -65,7 +67,8 @@ class Sprite extends NodeWithSize {
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}
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void paint(PaintingCanvas canvas) {
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canvas.save();
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// Store old matrix
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Matrix4 savedMatrix = canvas.getTotalMatrix();
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// Account for pivot point
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applyTransformForPivot(canvas);
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@ -93,22 +96,23 @@ class Sprite extends NodeWithSize {
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canvas.scale(scaleX, scaleY);
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// Setup paint object for opacity and transfer mode
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Paint paint = new Paint();
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paint.color = new Color.fromARGB((255.0*_opacity).toInt(), 255, 255, 255);
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_cachedPaint.color = new Color.fromARGB((255.0*_opacity).toInt(), 255, 255, 255);
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if (colorOverlay != null) {
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paint.setColorFilter(new ColorFilter.mode(colorOverlay, TransferMode.srcATop));
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_cachedPaint.setColorFilter(new ColorFilter.mode(colorOverlay, TransferMode.srcATop));
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}
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if (transferMode != null) {
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paint.setTransferMode(transferMode);
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_cachedPaint.setTransferMode(transferMode);
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}
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// Do actual drawing of the sprite
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texture.drawTexture(canvas, Point.origin, paint);
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texture.drawTexture(canvas, Point.origin, _cachedPaint);
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} else {
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// Paint a red square for missing texture
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canvas.drawRect(new Rect.fromLTRB(0.0, 0.0, size.width, size.height),
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new Paint()..color = const Color.fromARGB(255, 255, 0, 0));
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new Paint()..color = new Color.fromARGB(255, 255, 0, 0));
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}
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canvas.restore();
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// Restore matrix
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canvas.setMatrix(savedMatrix);
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}
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}
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@ -71,6 +71,8 @@ class SpriteBox extends RenderBox {
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List<Node> _eventTargets;
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List<ActionController> _actionControllers;
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Rect _visibleArea;
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Rect get visibleArea {
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@ -131,6 +133,18 @@ class SpriteBox extends RenderBox {
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_callSpriteBoxPerformedLayout(_rootNode);
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}
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// Adding and removing nodes
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_registerNode(Node node) {
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_actionControllers = null;
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_eventTargets = null;
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}
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_deregisterNode(Node node) {
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_actionControllers = null;
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_eventTargets = null;
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}
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// Event handling
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void _addEventTargets(Node node, List<Node> eventTargets) {
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@ -342,19 +356,32 @@ class SpriteBox extends RenderBox {
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// if (_numFrames % 60 == 0)
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// print("delta: $delta fps: $_frameRate");
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_runActions(_rootNode, delta);
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_runActions(delta);
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_callUpdate(_rootNode, delta);
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// Schedule next update
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_scheduleTick();
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// Make sure the node graph is redrawn
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markNeedsPaint();
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}
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void _runActions(Node node, double dt) {
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if (node._actions != null) {
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node._actions.step(dt);
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void _runActions(double dt) {
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if (_actionControllers == null) {
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_actionControllers = [];
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_addActionControllers(_rootNode, _actionControllers);
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}
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for (ActionController actions in _actionControllers) {
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actions.step(dt);
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}
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}
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void _addActionControllers(Node node, List<ActionController> controllers) {
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if (node._actions != null) controllers.add(node._actions);
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for (int i = node.children.length - 1; i >= 0; i--) {
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Node child = node.children[i];
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_runActions(child, dt);
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_addActionControllers(child, controllers);
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}
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}
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