Tilemap: Optimize scanrow z ordering
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@ -59,6 +59,24 @@ void Scene::insert(SceneElement &element)
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elements.append(element.link);
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elements.append(element.link);
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}
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}
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void Scene::insertAfter(SceneElement &element, SceneElement &after)
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{
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IntruListLink<SceneElement> *iter;
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for (iter = &after.link; iter != elements.end(); iter = iter->next)
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{
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SceneElement *e = iter->data;
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if (element < *e)
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{
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elements.insertBefore(element.link, *iter);
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return;
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}
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}
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elements.append(element.link);
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}
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void Scene::reinsert(SceneElement &element)
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void Scene::reinsert(SceneElement &element)
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{
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{
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elements.remove(element.link);
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elements.remove(element.link);
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@ -51,6 +51,7 @@ public:
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protected:
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protected:
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void insert(SceneElement &element);
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void insert(SceneElement &element);
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void insertAfter(SceneElement &element, SceneElement &after);
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void reinsert(SceneElement &element);
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void reinsert(SceneElement &element);
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/* Notify all elements that geometry has changed */
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/* Notify all elements that geometry has changed */
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@ -230,7 +230,7 @@ struct ScanRow : public ViewportElement
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void drawInt();
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void drawInt();
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void initUpdateZ();
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void initUpdateZ();
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void finiUpdateZ();
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void finiUpdateZ(ScanRow *prev);
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};
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};
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struct TilemapPrivate
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struct TilemapPrivate
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@ -1005,11 +1005,21 @@ struct TilemapPrivate
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void updateZOrder()
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void updateZOrder()
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{
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{
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if (elem.scanrows.isEmpty())
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return;
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for (int i = 0; i < elem.scanrows.count(); ++i)
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for (int i = 0; i < elem.scanrows.count(); ++i)
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elem.scanrows[i]->initUpdateZ();
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elem.scanrows[i]->initUpdateZ();
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for (int i = 0; i < elem.scanrows.count(); ++i)
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ScanRow *prev = elem.scanrows.first();
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elem.scanrows[i]->finiUpdateZ();
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prev->finiUpdateZ(0);
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for (int i = 1; i < elem.scanrows.count(); ++i)
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{
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ScanRow *row = elem.scanrows[i];
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row->finiUpdateZ(prev);
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prev = row;
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}
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}
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}
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void prepare()
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void prepare()
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@ -1186,10 +1196,13 @@ void ScanRow::initUpdateZ()
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unlink();
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unlink();
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}
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}
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void ScanRow::finiUpdateZ()
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void ScanRow::finiUpdateZ(ScanRow *prev)
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{
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{
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z = 32 * (index+1) - p->offset.y;
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z = 32 * (index+1) - p->offset.y;
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if (prev)
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scene->insertAfter(*this, *prev);
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else
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scene->insert(*this);
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scene->insert(*this);
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}
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}
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