Improved performance of view by only updating when necessary
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160a1afd7e
commit
0f0629b291
2 changed files with 36 additions and 13 deletions
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@ -1,6 +1,6 @@
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#include "world_view.h"
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WorldView::WorldView() : view(nullptr)
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WorldView::WorldView() : view(nullptr), hasViewChanged(false)
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{
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}
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@ -15,27 +15,24 @@ void WorldView::draw(sf::RenderWindow *window) const
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void WorldView::update(Game *game)
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{
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// Initialize if necessary
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if (view == nullptr)
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{
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initializeView(game);
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}
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// Update size
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auto windowSize = game->window->getSize();
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sf::Vector2f viewSize = sf::Vector2f(windowSize.x, windowSize.y);
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view->setSize(viewSize);
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setSize(game->window->getSize());
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// Update position
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auto moveDirection = InputMapper::getInputDirection();
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if (moveDirection != InputDirection::NONE)
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{
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float stepSize = 100.0f * FRAME_TIME.asSeconds();
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auto delta = stepSize * Direction::getVector(moveDirection);
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this->view->move(delta);
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}
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moveViewByControls();
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// TODO: Only update if necessary
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// Update window if necessary
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if (hasViewChanged)
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{
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game->window->setView(*this->view);
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hasViewChanged = false;
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}
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}
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void WorldView::initializeView(Game *game)
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@ -44,3 +41,24 @@ void WorldView::initializeView(Game *game)
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auto size = game->window->getView().getSize();
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view = new sf::View(center, size);
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}
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void WorldView::setSize(sf::Vector2u windowSize)
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{
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sf::Vector2f viewSize = sf::Vector2f(windowSize.x, windowSize.y);
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view->setSize(viewSize);
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hasViewChanged = true;
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}
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void WorldView::moveViewByControls()
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{
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auto moveDirection = InputMapper::getInputDirection();
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if (moveDirection == InputDirection::NONE)
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{
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return;
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}
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float stepSize = 100.0f * FRAME_TIME.asSeconds();
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auto delta = stepSize * Direction::getVector(moveDirection);
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this->view->move(delta);
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hasViewChanged = true;
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}
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@ -18,8 +18,13 @@ public:
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private:
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sf::View *view;
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bool hasViewChanged;
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void initializeView(Game *game);
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void setSize(sf::Vector2u windowSize);
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void moveViewByControls();
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};
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