feat: Add dirty flag and RenderTexture caching for Grid layers (closes #148)
Implement per-layer dirty tracking and RenderTexture caching for ColorLayer and TileLayer. Each layer now maintains its own cached texture and only re-renders when content changes. Key changes: - Add dirty flag, cached_texture, and cached_sprite to GridLayer base - Implement renderToTexture() for both ColorLayer and TileLayer - Mark layers dirty on: set(), fill(), resize(), texture change - Viewport changes (center/zoom) just blit cached texture portion - Fallback to direct rendering if texture creation fails - Add regression test with performance benchmarks Expected performance improvement: Static layers render once, then viewport panning/zooming only requires texture blitting instead of re-rendering all cells. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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4b05a95efe
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abb3316ac1
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@ -10,9 +10,50 @@
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GridLayer::GridLayer(GridLayerType type, int z_index, int grid_x, int grid_y, UIGrid* parent)
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: type(type), z_index(z_index), grid_x(grid_x), grid_y(grid_y),
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parent_grid(parent), visible(true)
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parent_grid(parent), visible(true),
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dirty(true), texture_initialized(false),
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cached_cell_width(0), cached_cell_height(0)
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{}
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void GridLayer::markDirty() {
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dirty = true;
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}
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void GridLayer::ensureTextureSize(int cell_width, int cell_height) {
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// Check if we need to resize/create the texture
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unsigned int required_width = grid_x * cell_width;
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unsigned int required_height = grid_y * cell_height;
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// Maximum texture size limit (prevent excessive memory usage)
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const unsigned int MAX_TEXTURE_SIZE = 4096;
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if (required_width > MAX_TEXTURE_SIZE) required_width = MAX_TEXTURE_SIZE;
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if (required_height > MAX_TEXTURE_SIZE) required_height = MAX_TEXTURE_SIZE;
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// Skip if already properly sized
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if (texture_initialized &&
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cached_texture.getSize().x == required_width &&
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cached_texture.getSize().y == required_height &&
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cached_cell_width == cell_width &&
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cached_cell_height == cell_height) {
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return;
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}
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// Create or resize the texture (SFML uses .create() not .resize())
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if (!cached_texture.create(required_width, required_height)) {
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// Creation failed - texture will remain uninitialized
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texture_initialized = false;
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return;
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}
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cached_cell_width = cell_width;
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cached_cell_height = cell_height;
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texture_initialized = true;
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dirty = true; // Force re-render after resize
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// Setup the sprite to use the texture
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cached_sprite.setTexture(cached_texture.getTexture());
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}
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// =============================================================================
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// ColorLayer implementation
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// =============================================================================
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@ -32,6 +73,7 @@ const sf::Color& ColorLayer::at(int x, int y) const {
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void ColorLayer::fill(const sf::Color& color) {
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std::fill(colors.begin(), colors.end(), color);
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markDirty(); // #148 - Mark for re-render
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}
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void ColorLayer::resize(int new_grid_x, int new_grid_y) {
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@ -49,6 +91,37 @@ void ColorLayer::resize(int new_grid_x, int new_grid_y) {
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colors = std::move(new_colors);
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grid_x = new_grid_x;
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grid_y = new_grid_y;
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// #148 - Invalidate cached texture (will be resized on next render)
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texture_initialized = false;
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markDirty();
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}
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// #148 - Render all cells to cached texture (called when dirty)
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void ColorLayer::renderToTexture(int cell_width, int cell_height) {
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ensureTextureSize(cell_width, cell_height);
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if (!texture_initialized) return;
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cached_texture.clear(sf::Color::Transparent);
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sf::RectangleShape rect;
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rect.setSize(sf::Vector2f(cell_width, cell_height));
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rect.setOutlineThickness(0);
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// Render all cells to cached texture (no zoom - 1:1 pixel mapping)
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for (int x = 0; x < grid_x; ++x) {
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for (int y = 0; y < grid_y; ++y) {
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const sf::Color& color = at(x, y);
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if (color.a == 0) continue; // Skip fully transparent
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rect.setPosition(sf::Vector2f(x * cell_width, y * cell_height));
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rect.setFillColor(color);
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cached_texture.draw(rect);
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}
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}
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cached_texture.display();
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dirty = false;
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}
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void ColorLayer::render(sf::RenderTarget& target,
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@ -57,27 +130,61 @@ void ColorLayer::render(sf::RenderTarget& target,
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float zoom, int cell_width, int cell_height) {
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if (!visible) return;
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sf::RectangleShape rect;
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rect.setSize(sf::Vector2f(cell_width * zoom, cell_height * zoom));
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rect.setOutlineThickness(0);
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for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0); x < x_limit; ++x) {
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for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0); y < y_limit; ++y) {
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if (x < 0 || x >= grid_x || y < 0 || y >= grid_y) continue;
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const sf::Color& color = at(x, y);
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if (color.a == 0) continue; // Skip fully transparent
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auto pixel_pos = sf::Vector2f(
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(x * cell_width - left_spritepixels) * zoom,
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(y * cell_height - top_spritepixels) * zoom
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);
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rect.setPosition(pixel_pos);
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rect.setFillColor(color);
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target.draw(rect);
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}
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// #148 - Use cached texture rendering
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// Re-render to texture only if dirty
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if (dirty || !texture_initialized) {
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renderToTexture(cell_width, cell_height);
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}
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if (!texture_initialized) {
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// Fallback to direct rendering if texture creation failed
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sf::RectangleShape rect;
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rect.setSize(sf::Vector2f(cell_width * zoom, cell_height * zoom));
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rect.setOutlineThickness(0);
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for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0); x < x_limit; ++x) {
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for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0); y < y_limit; ++y) {
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if (x < 0 || x >= grid_x || y < 0 || y >= grid_y) continue;
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const sf::Color& color = at(x, y);
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if (color.a == 0) continue;
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auto pixel_pos = sf::Vector2f(
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(x * cell_width - left_spritepixels) * zoom,
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(y * cell_height - top_spritepixels) * zoom
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);
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rect.setPosition(pixel_pos);
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rect.setFillColor(color);
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target.draw(rect);
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}
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}
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return;
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}
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// Blit visible portion of cached texture with zoom applied
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// Calculate source rectangle (unzoomed pixel coordinates in cached texture)
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int src_left = std::max(0, (int)left_spritepixels);
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int src_top = std::max(0, (int)top_spritepixels);
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int src_width = std::min((int)cached_texture.getSize().x - src_left,
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(int)((x_limit - left_edge + 2) * cell_width));
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int src_height = std::min((int)cached_texture.getSize().y - src_top,
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(int)((y_limit - top_edge + 2) * cell_height));
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if (src_width <= 0 || src_height <= 0) return;
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// Set texture rect for visible portion
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cached_sprite.setTextureRect(sf::IntRect({src_left, src_top}, {src_width, src_height}));
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// Position in target (offset for partial cell visibility)
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float dest_x = (src_left - left_spritepixels) * zoom;
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float dest_y = (src_top - top_spritepixels) * zoom;
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cached_sprite.setPosition(sf::Vector2f(dest_x, dest_y));
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// Apply zoom via scale
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cached_sprite.setScale(sf::Vector2f(zoom, zoom));
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target.draw(cached_sprite);
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}
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// =============================================================================
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@ -101,6 +208,7 @@ int TileLayer::at(int x, int y) const {
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void TileLayer::fill(int tile_index) {
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std::fill(tiles.begin(), tiles.end(), tile_index);
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markDirty(); // #148 - Mark for re-render
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}
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void TileLayer::resize(int new_grid_x, int new_grid_y) {
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@ -118,6 +226,33 @@ void TileLayer::resize(int new_grid_x, int new_grid_y) {
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tiles = std::move(new_tiles);
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grid_x = new_grid_x;
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grid_y = new_grid_y;
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// #148 - Invalidate cached texture (will be resized on next render)
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texture_initialized = false;
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markDirty();
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}
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// #148 - Render all cells to cached texture (called when dirty)
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void TileLayer::renderToTexture(int cell_width, int cell_height) {
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ensureTextureSize(cell_width, cell_height);
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if (!texture_initialized || !texture) return;
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cached_texture.clear(sf::Color::Transparent);
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// Render all tiles to cached texture (no zoom - 1:1 pixel mapping)
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for (int x = 0; x < grid_x; ++x) {
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for (int y = 0; y < grid_y; ++y) {
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int tile_index = at(x, y);
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if (tile_index < 0) continue; // No tile
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auto pixel_pos = sf::Vector2f(x * cell_width, y * cell_height);
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sf::Sprite sprite = texture->sprite(tile_index, pixel_pos, sf::Vector2f(1.0f, 1.0f));
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cached_texture.draw(sprite);
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}
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}
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cached_texture.display();
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dirty = false;
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}
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void TileLayer::render(sf::RenderTarget& target,
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@ -126,22 +261,56 @@ void TileLayer::render(sf::RenderTarget& target,
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float zoom, int cell_width, int cell_height) {
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if (!visible || !texture) return;
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for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0); x < x_limit; ++x) {
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for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0); y < y_limit; ++y) {
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if (x < 0 || x >= grid_x || y < 0 || y >= grid_y) continue;
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int tile_index = at(x, y);
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if (tile_index < 0) continue; // No tile
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auto pixel_pos = sf::Vector2f(
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(x * cell_width - left_spritepixels) * zoom,
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(y * cell_height - top_spritepixels) * zoom
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);
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sf::Sprite sprite = texture->sprite(tile_index, pixel_pos, sf::Vector2f(zoom, zoom));
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target.draw(sprite);
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}
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// #148 - Use cached texture rendering
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// Re-render to texture only if dirty
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if (dirty || !texture_initialized) {
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renderToTexture(cell_width, cell_height);
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}
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if (!texture_initialized) {
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// Fallback to direct rendering if texture creation failed
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for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0); x < x_limit; ++x) {
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for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0); y < y_limit; ++y) {
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if (x < 0 || x >= grid_x || y < 0 || y >= grid_y) continue;
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int tile_index = at(x, y);
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if (tile_index < 0) continue;
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auto pixel_pos = sf::Vector2f(
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(x * cell_width - left_spritepixels) * zoom,
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(y * cell_height - top_spritepixels) * zoom
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);
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sf::Sprite sprite = texture->sprite(tile_index, pixel_pos, sf::Vector2f(zoom, zoom));
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target.draw(sprite);
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}
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}
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return;
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}
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// Blit visible portion of cached texture with zoom applied
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// Calculate source rectangle (unzoomed pixel coordinates in cached texture)
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int src_left = std::max(0, (int)left_spritepixels);
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int src_top = std::max(0, (int)top_spritepixels);
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int src_width = std::min((int)cached_texture.getSize().x - src_left,
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(int)((x_limit - left_edge + 2) * cell_width));
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int src_height = std::min((int)cached_texture.getSize().y - src_top,
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(int)((y_limit - top_edge + 2) * cell_height));
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if (src_width <= 0 || src_height <= 0) return;
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// Set texture rect for visible portion
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cached_sprite.setTextureRect(sf::IntRect({src_left, src_top}, {src_width, src_height}));
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// Position in target (offset for partial cell visibility)
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float dest_x = (src_left - left_spritepixels) * zoom;
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float dest_y = (src_top - top_spritepixels) * zoom;
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cached_sprite.setPosition(sf::Vector2f(dest_x, dest_y));
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// Apply zoom via scale
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cached_sprite.setScale(sf::Vector2f(zoom, zoom));
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target.draw(cached_sprite);
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}
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// =============================================================================
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@ -273,6 +442,7 @@ PyObject* PyGridLayerAPI::ColorLayer_set(PyColorLayerObject* self, PyObject* arg
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Py_DECREF(color_type);
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self->data->at(x, y) = color;
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self->data->markDirty(); // #148 - Mark for re-render
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Py_RETURN_NONE;
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}
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@ -491,6 +661,7 @@ PyObject* PyGridLayerAPI::TileLayer_set(PyTileLayerObject* self, PyObject* args)
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}
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self->data->at(x, y) = index;
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self->data->markDirty(); // #148 - Mark for re-render
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Py_RETURN_NONE;
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}
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@ -578,6 +749,7 @@ int PyGridLayerAPI::TileLayer_set_texture(PyTileLayerObject* self, PyObject* val
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if (value == Py_None) {
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self->data->texture.reset();
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self->data->markDirty(); // #148 - Mark for re-render
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return 0;
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}
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@ -596,6 +768,7 @@ int PyGridLayerAPI::TileLayer_set_texture(PyTileLayerObject* self, PyObject* val
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Py_DECREF(texture_type);
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self->data->texture = ((PyTextureObject*)value)->data;
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self->data->markDirty(); // #148 - Mark for re-render
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return 0;
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}
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@ -28,10 +28,27 @@ public:
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UIGrid* parent_grid; // Parent grid reference
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bool visible; // Visibility flag
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// #148 - Dirty flag and RenderTexture caching
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bool dirty; // True if layer needs re-render
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sf::RenderTexture cached_texture; // Cached layer content
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sf::Sprite cached_sprite; // Sprite for blitting cached texture
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bool texture_initialized; // True if RenderTexture has been created
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int cached_cell_width, cached_cell_height; // Cell size used for cached texture
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GridLayer(GridLayerType type, int z_index, int grid_x, int grid_y, UIGrid* parent);
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virtual ~GridLayer() = default;
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// Mark layer as needing re-render
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void markDirty();
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// Ensure cached texture is properly sized for current grid dimensions
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void ensureTextureSize(int cell_width, int cell_height);
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// Render the layer content to the cached texture (called when dirty)
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virtual void renderToTexture(int cell_width, int cell_height) = 0;
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// Render the layer to a RenderTarget with the given transformation parameters
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// Uses cached texture if available, only re-renders when dirty
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virtual void render(sf::RenderTarget& target,
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float left_spritepixels, float top_spritepixels,
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int left_edge, int top_edge, int x_limit, int y_limit,
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// Fill entire layer with a color
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void fill(const sf::Color& color);
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// #148 - Render all content to cached texture
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void renderToTexture(int cell_width, int cell_height) override;
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void render(sf::RenderTarget& target,
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float left_spritepixels, float top_spritepixels,
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int left_edge, int top_edge, int x_limit, int y_limit,
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// Fill entire layer with a tile index
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void fill(int tile_index);
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// #148 - Render all content to cached texture
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void renderToTexture(int cell_width, int cell_height) override;
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void render(sf::RenderTarget& target,
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float left_spritepixels, float top_spritepixels,
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int left_edge, int top_edge, int x_limit, int y_limit,
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@ -0,0 +1,157 @@
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#!/usr/bin/env python3
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"""
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Regression test for issue #148: Grid Layer Dirty Flags and RenderTexture Caching
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Tests:
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1. Dirty flag is initially set (layers start dirty)
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2. Setting cell values marks layer dirty
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3. Fill operation marks layer dirty
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4. Texture change marks TileLayer dirty
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5. Viewport changes (center/zoom) don't trigger re-render (static benchmark)
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6. Performance improvement for static layers
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"""
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import mcrfpy
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import sys
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import time
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def run_test(runtime):
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print("=" * 60)
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print("Issue #148 Regression Test: Layer Dirty Flags and Caching")
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print("=" * 60)
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# Create test scene
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mcrfpy.createScene("test")
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ui = mcrfpy.sceneUI("test")
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texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
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# Create grid with larger size for performance testing
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grid = mcrfpy.Grid(pos=(50, 50), size=(500, 400), grid_size=(50, 40), texture=texture)
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ui.append(grid)
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mcrfpy.setScene("test")
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print("\n--- Test 1: Layer creation (starts dirty) ---")
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color_layer = grid.add_layer("color", z_index=-1)
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# The layer should be dirty initially
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# We can't directly check dirty flag from Python, but we verify the system works
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print(" ColorLayer created successfully")
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tile_layer = grid.add_layer("tile", z_index=-2, texture=texture)
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print(" TileLayer created successfully")
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print(" PASS: Layers created")
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print("\n--- Test 2: Fill operations work ---")
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# Fill with some data
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color_layer.fill(mcrfpy.Color(128, 0, 128, 64))
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print(" ColorLayer filled with purple overlay")
|
||||
|
||||
tile_layer.fill(5) # Fill with tile index 5
|
||||
print(" TileLayer filled with tile index 5")
|
||||
print(" PASS: Fill operations completed")
|
||||
|
||||
print("\n--- Test 3: Cell set operations work ---")
|
||||
# Set individual cells
|
||||
color_layer.set(10, 10, mcrfpy.Color(255, 255, 0, 128))
|
||||
color_layer.set(11, 10, mcrfpy.Color(255, 255, 0, 128))
|
||||
color_layer.set(10, 11, mcrfpy.Color(255, 255, 0, 128))
|
||||
color_layer.set(11, 11, mcrfpy.Color(255, 255, 0, 128))
|
||||
print(" Set 4 cells in ColorLayer to yellow")
|
||||
|
||||
tile_layer.set(15, 15, 10)
|
||||
tile_layer.set(16, 15, 11)
|
||||
tile_layer.set(15, 16, 10)
|
||||
tile_layer.set(16, 16, 11)
|
||||
print(" Set 4 cells in TileLayer to different tiles")
|
||||
print(" PASS: Cell set operations completed")
|
||||
|
||||
print("\n--- Test 4: Texture change on TileLayer ---")
|
||||
# Create a second texture and assign it
|
||||
texture2 = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
|
||||
tile_layer.texture = texture2
|
||||
print(" Changed TileLayer texture")
|
||||
|
||||
# Set back to original
|
||||
tile_layer.texture = texture
|
||||
print(" Restored original texture")
|
||||
print(" PASS: Texture changes work")
|
||||
|
||||
print("\n--- Test 5: Viewport changes (should use cached texture) ---")
|
||||
# Pan around - these should NOT cause layer re-renders (just blit different region)
|
||||
original_center = grid.center
|
||||
print(f" Original center: {original_center}")
|
||||
|
||||
# Perform multiple viewport changes
|
||||
for i in range(10):
|
||||
grid.center = (100 + i * 20, 80 + i * 10)
|
||||
print(" Performed 10 center changes")
|
||||
|
||||
# Zoom changes
|
||||
original_zoom = grid.zoom
|
||||
for z in [1.0, 0.8, 1.2, 0.5, 1.5, 1.0]:
|
||||
grid.zoom = z
|
||||
print(" Performed 6 zoom changes")
|
||||
|
||||
# Restore
|
||||
grid.center = original_center
|
||||
grid.zoom = original_zoom
|
||||
print(" PASS: Viewport changes completed without crashing")
|
||||
|
||||
print("\n--- Test 6: Performance benchmark ---")
|
||||
# Create a large layer for performance testing
|
||||
perf_grid = mcrfpy.Grid(pos=(50, 50), size=(600, 500), grid_size=(100, 80), texture=texture)
|
||||
ui.append(perf_grid)
|
||||
perf_layer = perf_grid.add_layer("tile", z_index=-1, texture=texture)
|
||||
|
||||
# Fill with data
|
||||
perf_layer.fill(1)
|
||||
|
||||
# First render will be slow (cache miss)
|
||||
start = time.time()
|
||||
mcrfpy.setScene("test") # Force render
|
||||
first_render = time.time() - start
|
||||
print(f" First render (cache build): {first_render*1000:.2f}ms")
|
||||
|
||||
# Subsequent viewport changes should be fast (cache hit)
|
||||
# We simulate by changing center multiple times
|
||||
start = time.time()
|
||||
for i in range(5):
|
||||
perf_grid.center = (200 + i * 10, 160 + i * 8)
|
||||
viewport_changes = time.time() - start
|
||||
print(f" 5 viewport changes: {viewport_changes*1000:.2f}ms")
|
||||
|
||||
print(" PASS: Performance benchmark completed")
|
||||
|
||||
print("\n--- Test 7: Layer visibility toggle ---")
|
||||
color_layer.visible = False
|
||||
print(" ColorLayer hidden")
|
||||
color_layer.visible = True
|
||||
print(" ColorLayer shown")
|
||||
print(" PASS: Visibility toggle works")
|
||||
|
||||
print("\n--- Test 8: Large grid stress test ---")
|
||||
# Test with maximum size grid to ensure texture caching works
|
||||
stress_grid = mcrfpy.Grid(pos=(10, 10), size=(200, 150), grid_size=(200, 150), texture=texture)
|
||||
ui.append(stress_grid)
|
||||
stress_layer = stress_grid.add_layer("color", z_index=-1)
|
||||
|
||||
# This would be 30,000 cells - should handle via caching
|
||||
stress_layer.fill(mcrfpy.Color(0, 100, 200, 100))
|
||||
|
||||
# Set a few specific cells
|
||||
for x in range(10):
|
||||
for y in range(10):
|
||||
stress_layer.set(x, y, mcrfpy.Color(255, 0, 0, 200))
|
||||
|
||||
print(" Created 200x150 grid with 30,000 cells")
|
||||
print(" PASS: Large grid handled successfully")
|
||||
|
||||
print("\n" + "=" * 60)
|
||||
print("All tests PASSED")
|
||||
print("=" * 60)
|
||||
print("\nNote: Dirty flag behavior is internal - tests verify API works")
|
||||
print("Actual caching benefits are measured by render performance.")
|
||||
sys.exit(0)
|
||||
|
||||
# Initialize and run
|
||||
mcrfpy.createScene("init")
|
||||
mcrfpy.setScene("init")
|
||||
mcrfpy.setTimer("test", run_test, 100)
|
||||
Loading…
Reference in New Issue