micro-opt NetworkedAnimator drawables
sort before creating drawables
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@ -106,7 +106,7 @@ StringList AnimatedPartSet::states(String const& stateTypeName) const {
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return m_stateTypes.get(stateTypeName).states.keys();
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}
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StringList AnimatedPartSet::parts() const {
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StringList AnimatedPartSet::partNames() const {
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return m_parts.keys();
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}
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@ -148,6 +148,14 @@ AnimatedPartSet::ActivePartInformation const& AnimatedPartSet::activePart(String
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return part.activePart;
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}
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StringMap<AnimatedPartSet::Part> const& AnimatedPartSet::constParts() const {
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return m_parts;
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}
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StringMap<AnimatedPartSet::Part>& AnimatedPartSet::parts() {
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return m_parts;
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}
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void AnimatedPartSet::forEachActiveState(function<void(String const&, ActiveStateInformation const&)> callback) const {
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for (auto const& p : m_stateTypes) {
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const_cast<AnimatedPartSet*>(this)->freshenActiveState(const_cast<StateType&>(p.second));
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@ -56,58 +56,6 @@ public:
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JsonObject properties;
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};
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AnimatedPartSet();
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AnimatedPartSet(Json config);
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// Returns the available state types.
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StringList stateTypes() const;
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// If a state type is disabled, no parts will match against it even
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// if they have entries for that state type.
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void setStateTypeEnabled(String const& stateTypeName, bool enabled);
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void setEnabledStateTypes(StringList const& stateTypeNames);
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bool stateTypeEnabled(String const& stateTypeName) const;
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// Returns the available states for the given state type.
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StringList states(String const& stateTypeName) const;
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StringList parts() const;
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// Sets the active state for this state type. If the state is different than
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// the previously set state, will start the new states animation off at the
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// beginning. If alwaysStart is true, then starts the state animation off at
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// the beginning even if no state change has occurred. Returns true if a
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// state animation reset was done.
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bool setActiveState(String const& stateTypeName, String const& stateName, bool alwaysStart = false);
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// Restart this given state type's timer off at the beginning.
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void restartState(String const& stateTypeName);
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ActiveStateInformation const& activeState(String const& stateTypeName) const;
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ActivePartInformation const& activePart(String const& partName) const;
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// Function will be given the name of each state type, and the
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// ActiveStateInformation for the active state for that state type.
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void forEachActiveState(function<void(String const&, ActiveStateInformation const&)> callback) const;
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// Function will be given the name of each part, and the
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// ActivePartInformation for the active part.
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void forEachActivePart(function<void(String const&, ActivePartInformation const&)> callback) const;
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// Useful for serializing state changes. Since each set of states for a
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// state type is ordered, it is possible to simply serialize and deserialize
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// the state index for that state type.
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size_t activeStateIndex(String const& stateTypeName) const;
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bool setActiveStateIndex(String const& stateTypeName, size_t stateIndex, bool alwaysStart = false);
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// Animate each state type forward 'dt' time, and either change state frames
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// or transition to new states, depending on the config.
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void update(float dt);
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// Pushes all the animations into their final state
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void finishAnimations();
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private:
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enum AnimationMode {
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End,
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Loop,
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@ -148,6 +96,61 @@ private:
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bool activePartDirty;
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};
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AnimatedPartSet();
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AnimatedPartSet(Json config);
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// Returns the available state types.
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StringList stateTypes() const;
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// If a state type is disabled, no parts will match against it even
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// if they have entries for that state type.
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void setStateTypeEnabled(String const& stateTypeName, bool enabled);
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void setEnabledStateTypes(StringList const& stateTypeNames);
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bool stateTypeEnabled(String const& stateTypeName) const;
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// Returns the available states for the given state type.
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StringList states(String const& stateTypeName) const;
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StringList partNames() const;
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// Sets the active state for this state type. If the state is different than
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// the previously set state, will start the new states animation off at the
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// beginning. If alwaysStart is true, then starts the state animation off at
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// the beginning even if no state change has occurred. Returns true if a
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// state animation reset was done.
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bool setActiveState(String const& stateTypeName, String const& stateName, bool alwaysStart = false);
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// Restart this given state type's timer off at the beginning.
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void restartState(String const& stateTypeName);
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ActiveStateInformation const& activeState(String const& stateTypeName) const;
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ActivePartInformation const& activePart(String const& partName) const;
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StringMap<Part> const& constParts() const;
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StringMap<Part>& parts();
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// Function will be given the name of each state type, and the
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// ActiveStateInformation for the active state for that state type.
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void forEachActiveState(function<void(String const&, ActiveStateInformation const&)> callback) const;
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// Function will be given the name of each part, and the
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// ActivePartInformation for the active part.
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void forEachActivePart(function<void(String const&, ActivePartInformation const&)> callback) const;
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// Useful for serializing state changes. Since each set of states for a
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// state type is ordered, it is possible to simply serialize and deserialize
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// the state index for that state type.
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size_t activeStateIndex(String const& stateTypeName) const;
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bool setActiveStateIndex(String const& stateTypeName, size_t stateIndex, bool alwaysStart = false);
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// Animate each state type forward 'dt' time, and either change state frames
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// or transition to new states, depending on the config.
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void update(float dt);
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// Pushes all the animations into their final state
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void finishAnimations();
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private:
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static AnimationMode stringToAnimationMode(String const& string);
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void freshenActiveState(StateType& stateType);
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@ -307,10 +307,18 @@ String NetworkedAnimator::state(String const& stateType) const {
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return m_animatedParts.activeState(stateType).stateName;
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}
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StringList NetworkedAnimator::parts() const {
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StringMap<AnimatedPartSet::Part> const& NetworkedAnimator::constParts() const {
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return m_animatedParts.constParts();
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}
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StringMap<AnimatedPartSet::Part>& NetworkedAnimator::parts() {
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return m_animatedParts.parts();
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}
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StringList NetworkedAnimator::partNames() const {
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return m_animatedParts.partNames();
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}
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Json NetworkedAnimator::stateProperty(String const& stateType, String const& propertyName) const {
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return m_animatedParts.activeState(stateType).properties.value(propertyName);
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}
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@ -573,6 +581,10 @@ List<Drawable> NetworkedAnimator::drawables(Vec2F const& position) const {
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}
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List<pair<Drawable, float>> NetworkedAnimator::drawablesWithZLevel(Vec2F const& position) const {
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size_t partCount = m_animatedParts.constParts().size();
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if (!partCount)
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return {};
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List<Directives> baseProcessingDirectives = { m_processingDirectives.get() };
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for (auto& pair : m_effects) {
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auto const& effectState = pair.second;
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@ -591,9 +603,27 @@ List<pair<Drawable, float>> NetworkedAnimator::drawablesWithZLevel(Vec2F const&
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}
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}
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List<pair<Drawable, float>> drawables;
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List<tuple<AnimatedPartSet::ActivePartInformation const*, String const*, float>> parts;
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parts.reserve(partCount);
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m_animatedParts.forEachActivePart([&](String const& partName, AnimatedPartSet::ActivePartInformation const& activePart) {
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Maybe<float> maybeZLevel;
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if (m_flipped.get()) {
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if (auto maybeFlipped = activePart.properties.value("flippedZLevel").optFloat())
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maybeZLevel = *maybeFlipped;
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}
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if (!maybeZLevel)
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maybeZLevel = activePart.properties.value("zLevel").optFloat();
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parts.append(make_tuple(&activePart, &partName, maybeZLevel.value(0.0f)));
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});
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sort(parts, [](auto const& a, auto const& b) { return get<2>(a) < get<2>(b); });
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List<pair<Drawable, float>> drawables;
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drawables.reserve(partCount);
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for (auto& entry : parts) {
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auto& activePart = *get<0>(entry);
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auto& partName = *get<1>(entry);
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// Make sure we don't copy the original image
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String fallback = "";
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Json jImage = activePart.properties.value("image", {});
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@ -602,11 +632,6 @@ List<pair<Drawable, float>> NetworkedAnimator::drawablesWithZLevel(Vec2F const&
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bool centered = activePart.properties.value("centered").optBool().value(true);
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bool fullbright = activePart.properties.value("fullbright").optBool().value(false);
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auto maybeZLevel = activePart.properties.value("zLevel").optFloat();
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if (m_flipped.get())
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maybeZLevel = activePart.properties.value("flippedZLevel").optFloat().orMaybe(maybeZLevel);
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float zLevel = maybeZLevel.value(0.0f);
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size_t originalDirectivesSize = baseProcessingDirectives.size();
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if (auto directives = activePart.properties.value("processingDirectives").optString()) {
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baseProcessingDirectives.append(*directives);
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@ -647,8 +672,7 @@ List<pair<Drawable, float>> NetworkedAnimator::drawablesWithZLevel(Vec2F const&
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if (!usedImage.empty() && usedImage[0] != ':' && usedImage[0] != '?') {
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size_t hash = hashOf(usedImage);
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auto find = m_cachedPartDrawables.find(partName);
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bool fail = find == m_cachedPartDrawables.end() || find->second.first != hash;
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if (fail) {
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if (find == m_cachedPartDrawables.end() || find->second.first != hash) {
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String relativeImage;
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if (usedImage[0] != '/')
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relativeImage = AssetPath::relativeTo(m_relativePath, usedImage);
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@ -671,13 +695,11 @@ List<pair<Drawable, float>> NetworkedAnimator::drawablesWithZLevel(Vec2F const&
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drawable.fullbright = fullbright;
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drawable.translate(position);
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drawables.append({std::move(drawable), zLevel});
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drawables.append({std::move(drawable), get<2>(entry)});
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}
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baseProcessingDirectives.resize(originalDirectivesSize);
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});
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sort(drawables, [](auto const& a, auto const& b) { return a.second < b.second; });
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}
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return drawables;
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}
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@ -981,7 +1003,7 @@ void NetworkedAnimator::setupNetStates() {
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addNetElement(&m_globalTags);
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for (auto const& part : sorted(m_animatedParts.parts()))
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for (auto const& part : sorted(m_animatedParts.partNames()))
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addNetElement(&m_partTags[part]);
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for (auto& pair : m_stateInfo) {
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@ -82,7 +82,9 @@ public:
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bool setState(String const& stateType, String const& state, bool startNew = false);
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String state(String const& stateType) const;
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StringList parts() const;
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StringMap<AnimatedPartSet::Part> const& constParts() const;
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StringMap<AnimatedPartSet::Part>& parts();
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StringList partNames() const;
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// Queries, if it exists, a property value from the underlying
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// AnimatedPartSet for the given state or part. If the property does not
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@ -251,7 +251,7 @@ Maybe<Direction> ActiveItem::facingDirection() const {
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}
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List<Drawable> ActiveItem::handDrawables() const {
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if (m_itemAnimator.parts().empty()) {
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if (m_itemAnimator.constParts().empty()) {
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auto drawables = Item::iconDrawables();
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Drawable::scaleAll(drawables, 1.0f / TilePixels);
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return drawables;
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