mirror of
https://github.com/Motschen/Adventura.git
synced 2025-12-13 02:25:08 +01:00
optimization: cache rendered text
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28
src/main.cpp
28
src/main.cpp
@@ -11,6 +11,8 @@
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#include "adventura.cpp"
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#include "events.hpp"
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using std::pair;
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constexpr uint32_t windowStartWidth = 1200;
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constexpr uint32_t windowStartHeight = 800;
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@@ -196,6 +198,7 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event* event) {
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return SDL_APP_CONTINUE;
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}
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vector<pair<vector<char>, SDL_Texture*>> textureCache;
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SDL_AppResult SDL_AppIterate(void *appstate) {
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auto* app = (AppContext*)appstate;
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@@ -216,11 +219,25 @@ SDL_AppResult SDL_AppIterate(void *appstate) {
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vector<vector<char>> worldState = render(*(app->world), (*app->player).mapToWorldspace());
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for (int i = 0; i < worldState.size(); i++) {
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vector<char> line = worldState.at(i);
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SDL_Surface* surfaceMessage = TTF_RenderText_Solid(app->font, line.data(), line.size(), { 255,255,255 });
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SDL_Texture* messageTex;
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if (i < textureCache.size() && textureCache.at(i).first == line) {
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messageTex = textureCache.at(i).second;
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}
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else {
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if (i < textureCache.size()) {
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SDL_DestroyTexture(textureCache.at(i).second);
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}
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SDL_Surface* surfaceMessage = TTF_RenderText_Solid(app->font, line.data(), line.size(), { 255,255,255 });
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// make a texture from the surface
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SDL_Texture* messageTex = SDL_CreateTextureFromSurface(app->renderer, surfaceMessage);
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// make a texture from the surface
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messageTex = SDL_CreateTextureFromSurface(app->renderer, surfaceMessage);
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SDL_DestroySurface(surfaceMessage);
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while (textureCache.size() <= i) {
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textureCache.push_back({{}, nullptr});
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}
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textureCache.at(i) = {line, messageTex};
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}
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auto messageTexProps = SDL_GetTextureProperties(messageTex);
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SDL_FRect text_rect{
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.x = 0,
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@@ -228,9 +245,8 @@ SDL_AppResult SDL_AppIterate(void *appstate) {
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.w = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_WIDTH_NUMBER, 0))*2,
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.h = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_HEIGHT_NUMBER, 0))*2
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};
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SDL_DestroySurface(surfaceMessage);
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SDL_RenderTexture(app->renderer, messageTex, NULL, &text_rect);
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SDL_DestroyTexture(messageTex);
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}
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//SDL_RenderTexture(app->renderer, app->messageTex, NULL, &app->messageDest);
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