Slight improvement in the renderer efficiency.

main
Zed A. Shaw 2 weeks ago
parent 824a384ffd
commit 2ced72a475
  1. 28
      render.cpp

@ -103,7 +103,22 @@ void SFMLRender::draw_main_ui() {
$window.draw($ui_text);
}
inline void configure_tile(const sf::Sprite &sprite, sf::FloatRect &sp_bounds, sf::FloatRect bg_bounds, float &width_delta, float &height_delta) {
// should look into caching all this instead of calcing it each time
sp_bounds = sprite.getLocalBounds();
// calculate where to center the sprite, but only if it's smaller
width_delta = bg_bounds.width > sp_bounds.width ? (bg_bounds.width - sp_bounds.width) / 2 : 0;
height_delta = bg_bounds.height > sp_bounds.width ? (bg_bounds.height - sp_bounds.height) / 2 : 0;
}
void SFMLRender::render_text(std::string &text, float x, float y) {
wchar_t last_tile = '#';
sf::FloatRect sp_bounds;
float width_delta = 0;
float height_delta = 0;
sf::Sprite &sprite = get_text_sprite(last_tile);
// make a copy so we don't modify the cached one
$ansi.parse(text, [&](sf::Color bg, sf::Color fg, wchar_t tile) {
if(tile == '\n') {
@ -114,15 +129,14 @@ void SFMLRender::render_text(std::string &text, float x, float y) {
return; // skip these, just windows junk
} else {
$bg_sprite.setPosition({x, y});
sf::Sprite &sprite = get_text_sprite(tile);
$bg_sprite.setColor(bg);
// should look into caching all this instead of calcing it each time
auto sp_bounds = sprite.getLocalBounds();
// calculate where to center the sprite, but only if it's smaller
auto width_delta = $bg_bounds.width > sp_bounds.width ? ($bg_bounds.width - sp_bounds.width) / 2 : 0;
auto height_delta = $bg_bounds.height > sp_bounds.width ? ($bg_bounds.height - sp_bounds.height) / 2 : 0;
// only get a new sprite if the tile changed
if(last_tile != tile) {
last_tile = tile; // update last tile seen
sprite = get_text_sprite(tile);
configure_tile(sprite, sp_bounds, $bg_bounds, width_delta, height_delta);
}
sprite.setPosition({x+width_delta, y+height_delta});
sprite.setColor(fg);

Loading…
Cancel
Save