micro-opt NetworkedAnimator drawables

sort before creating drawables
This commit is contained in:
Kae 2024-04-23 11:48:51 +10:00
parent ed3793ab00
commit 7136c929ce
5 changed files with 169 additions and 134 deletions

View File

@ -106,7 +106,7 @@ StringList AnimatedPartSet::states(String const& stateTypeName) const {
return m_stateTypes.get(stateTypeName).states.keys();
}
StringList AnimatedPartSet::parts() const {
StringList AnimatedPartSet::partNames() const {
return m_parts.keys();
}
@ -148,6 +148,14 @@ AnimatedPartSet::ActivePartInformation const& AnimatedPartSet::activePart(String
return part.activePart;
}
StringMap<AnimatedPartSet::Part> const& AnimatedPartSet::constParts() const {
return m_parts;
}
StringMap<AnimatedPartSet::Part>& AnimatedPartSet::parts() {
return m_parts;
}
void AnimatedPartSet::forEachActiveState(function<void(String const&, ActiveStateInformation const&)> callback) const {
for (auto const& p : m_stateTypes) {
const_cast<AnimatedPartSet*>(this)->freshenActiveState(const_cast<StateType&>(p.second));

View File

@ -56,58 +56,6 @@ public:
JsonObject properties;
};
AnimatedPartSet();
AnimatedPartSet(Json config);
// Returns the available state types.
StringList stateTypes() const;
// If a state type is disabled, no parts will match against it even
// if they have entries for that state type.
void setStateTypeEnabled(String const& stateTypeName, bool enabled);
void setEnabledStateTypes(StringList const& stateTypeNames);
bool stateTypeEnabled(String const& stateTypeName) const;
// Returns the available states for the given state type.
StringList states(String const& stateTypeName) const;
StringList parts() const;
// Sets the active state for this state type. If the state is different than
// the previously set state, will start the new states animation off at the
// beginning. If alwaysStart is true, then starts the state animation off at
// the beginning even if no state change has occurred. Returns true if a
// state animation reset was done.
bool setActiveState(String const& stateTypeName, String const& stateName, bool alwaysStart = false);
// Restart this given state type's timer off at the beginning.
void restartState(String const& stateTypeName);
ActiveStateInformation const& activeState(String const& stateTypeName) const;
ActivePartInformation const& activePart(String const& partName) const;
// Function will be given the name of each state type, and the
// ActiveStateInformation for the active state for that state type.
void forEachActiveState(function<void(String const&, ActiveStateInformation const&)> callback) const;
// Function will be given the name of each part, and the
// ActivePartInformation for the active part.
void forEachActivePart(function<void(String const&, ActivePartInformation const&)> callback) const;
// Useful for serializing state changes. Since each set of states for a
// state type is ordered, it is possible to simply serialize and deserialize
// the state index for that state type.
size_t activeStateIndex(String const& stateTypeName) const;
bool setActiveStateIndex(String const& stateTypeName, size_t stateIndex, bool alwaysStart = false);
// Animate each state type forward 'dt' time, and either change state frames
// or transition to new states, depending on the config.
void update(float dt);
// Pushes all the animations into their final state
void finishAnimations();
private:
enum AnimationMode {
End,
Loop,
@ -148,6 +96,61 @@ private:
bool activePartDirty;
};
AnimatedPartSet();
AnimatedPartSet(Json config);
// Returns the available state types.
StringList stateTypes() const;
// If a state type is disabled, no parts will match against it even
// if they have entries for that state type.
void setStateTypeEnabled(String const& stateTypeName, bool enabled);
void setEnabledStateTypes(StringList const& stateTypeNames);
bool stateTypeEnabled(String const& stateTypeName) const;
// Returns the available states for the given state type.
StringList states(String const& stateTypeName) const;
StringList partNames() const;
// Sets the active state for this state type. If the state is different than
// the previously set state, will start the new states animation off at the
// beginning. If alwaysStart is true, then starts the state animation off at
// the beginning even if no state change has occurred. Returns true if a
// state animation reset was done.
bool setActiveState(String const& stateTypeName, String const& stateName, bool alwaysStart = false);
// Restart this given state type's timer off at the beginning.
void restartState(String const& stateTypeName);
ActiveStateInformation const& activeState(String const& stateTypeName) const;
ActivePartInformation const& activePart(String const& partName) const;
StringMap<Part> const& constParts() const;
StringMap<Part>& parts();
// Function will be given the name of each state type, and the
// ActiveStateInformation for the active state for that state type.
void forEachActiveState(function<void(String const&, ActiveStateInformation const&)> callback) const;
// Function will be given the name of each part, and the
// ActivePartInformation for the active part.
void forEachActivePart(function<void(String const&, ActivePartInformation const&)> callback) const;
// Useful for serializing state changes. Since each set of states for a
// state type is ordered, it is possible to simply serialize and deserialize
// the state index for that state type.
size_t activeStateIndex(String const& stateTypeName) const;
bool setActiveStateIndex(String const& stateTypeName, size_t stateIndex, bool alwaysStart = false);
// Animate each state type forward 'dt' time, and either change state frames
// or transition to new states, depending on the config.
void update(float dt);
// Pushes all the animations into their final state
void finishAnimations();
private:
static AnimationMode stringToAnimationMode(String const& string);
void freshenActiveState(StateType& stateType);

View File

@ -307,10 +307,18 @@ String NetworkedAnimator::state(String const& stateType) const {
return m_animatedParts.activeState(stateType).stateName;
}
StringList NetworkedAnimator::parts() const {
StringMap<AnimatedPartSet::Part> const& NetworkedAnimator::constParts() const {
return m_animatedParts.constParts();
}
StringMap<AnimatedPartSet::Part>& NetworkedAnimator::parts() {
return m_animatedParts.parts();
}
StringList NetworkedAnimator::partNames() const {
return m_animatedParts.partNames();
}
Json NetworkedAnimator::stateProperty(String const& stateType, String const& propertyName) const {
return m_animatedParts.activeState(stateType).properties.value(propertyName);
}
@ -573,6 +581,10 @@ List<Drawable> NetworkedAnimator::drawables(Vec2F const& position) const {
}
List<pair<Drawable, float>> NetworkedAnimator::drawablesWithZLevel(Vec2F const& position) const {
size_t partCount = m_animatedParts.constParts().size();
if (!partCount)
return {};
List<Directives> baseProcessingDirectives = { m_processingDirectives.get() };
for (auto& pair : m_effects) {
auto const& effectState = pair.second;
@ -591,9 +603,27 @@ List<pair<Drawable, float>> NetworkedAnimator::drawablesWithZLevel(Vec2F const&
}
}
List<pair<Drawable, float>> drawables;
List<tuple<AnimatedPartSet::ActivePartInformation const*, String const*, float>> parts;
parts.reserve(partCount);
m_animatedParts.forEachActivePart([&](String const& partName, AnimatedPartSet::ActivePartInformation const& activePart) {
Maybe<float> maybeZLevel;
if (m_flipped.get()) {
if (auto maybeFlipped = activePart.properties.value("flippedZLevel").optFloat())
maybeZLevel = *maybeFlipped;
}
if (!maybeZLevel)
maybeZLevel = activePart.properties.value("zLevel").optFloat();
parts.append(make_tuple(&activePart, &partName, maybeZLevel.value(0.0f)));
});
sort(parts, [](auto const& a, auto const& b) { return get<2>(a) < get<2>(b); });
List<pair<Drawable, float>> drawables;
drawables.reserve(partCount);
for (auto& entry : parts) {
auto& activePart = *get<0>(entry);
auto& partName = *get<1>(entry);
// Make sure we don't copy the original image
String fallback = "";
Json jImage = activePart.properties.value("image", {});
@ -602,11 +632,6 @@ List<pair<Drawable, float>> NetworkedAnimator::drawablesWithZLevel(Vec2F const&
bool centered = activePart.properties.value("centered").optBool().value(true);
bool fullbright = activePart.properties.value("fullbright").optBool().value(false);
auto maybeZLevel = activePart.properties.value("zLevel").optFloat();
if (m_flipped.get())
maybeZLevel = activePart.properties.value("flippedZLevel").optFloat().orMaybe(maybeZLevel);
float zLevel = maybeZLevel.value(0.0f);
size_t originalDirectivesSize = baseProcessingDirectives.size();
if (auto directives = activePart.properties.value("processingDirectives").optString()) {
baseProcessingDirectives.append(*directives);
@ -647,8 +672,7 @@ List<pair<Drawable, float>> NetworkedAnimator::drawablesWithZLevel(Vec2F const&
if (!usedImage.empty() && usedImage[0] != ':' && usedImage[0] != '?') {
size_t hash = hashOf(usedImage);
auto find = m_cachedPartDrawables.find(partName);
bool fail = find == m_cachedPartDrawables.end() || find->second.first != hash;
if (fail) {
if (find == m_cachedPartDrawables.end() || find->second.first != hash) {
String relativeImage;
if (usedImage[0] != '/')
relativeImage = AssetPath::relativeTo(m_relativePath, usedImage);
@ -671,13 +695,11 @@ List<pair<Drawable, float>> NetworkedAnimator::drawablesWithZLevel(Vec2F const&
drawable.fullbright = fullbright;
drawable.translate(position);
drawables.append({std::move(drawable), zLevel});
drawables.append({std::move(drawable), get<2>(entry)});
}
baseProcessingDirectives.resize(originalDirectivesSize);
});
sort(drawables, [](auto const& a, auto const& b) { return a.second < b.second; });
}
return drawables;
}
@ -981,7 +1003,7 @@ void NetworkedAnimator::setupNetStates() {
addNetElement(&m_globalTags);
for (auto const& part : sorted(m_animatedParts.parts()))
for (auto const& part : sorted(m_animatedParts.partNames()))
addNetElement(&m_partTags[part]);
for (auto& pair : m_stateInfo) {

View File

@ -82,7 +82,9 @@ public:
bool setState(String const& stateType, String const& state, bool startNew = false);
String state(String const& stateType) const;
StringList parts() const;
StringMap<AnimatedPartSet::Part> const& constParts() const;
StringMap<AnimatedPartSet::Part>& parts();
StringList partNames() const;
// Queries, if it exists, a property value from the underlying
// AnimatedPartSet for the given state or part. If the property does not

View File

@ -251,7 +251,7 @@ Maybe<Direction> ActiveItem::facingDirection() const {
}
List<Drawable> ActiveItem::handDrawables() const {
if (m_itemAnimator.parts().empty()) {
if (m_itemAnimator.constParts().empty()) {
auto drawables = Item::iconDrawables();
Drawable::scaleAll(drawables, 1.0f / TilePixels);
return drawables;