- Add markDirty() calls to setProperty() methods in: - UISprite: position, scale, sprite_index changes - UICaption: position, font_size, colors, text changes - UIGrid: position, size, center, zoom, color changes - UILine: thickness, position, endpoints, color changes - UICircle: radius, position, colors changes - UIArc: radius, angles, position, color changes - UIEntity: position changes propagate to parent grid - Expand getMetrics() Python API to include detailed timing breakdown: - grid_render_time, entity_render_time, fov_overlay_time - python_time, animation_time - grid_cells_rendered, entities_rendered, total_entities - Add comprehensive benchmark suite (tests/benchmarks/benchmark_suite.py): - 6 scenarios: empty, static UI, animated UI, mixed, deep hierarchy, grid stress - Automated metrics collection and performance assessment - Timing breakdown percentages This enables proper dirty flag propagation for the upcoming texture caching system (#144) and provides infrastructure for performance benchmarking (#104). 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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9 changed files with 442 additions and 3 deletions
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@ -674,15 +674,18 @@ bool UIEntity::setProperty(const std::string& name, float value) {
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if (name == "x") {
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position.x = value;
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// Don't update sprite position here - UIGrid::render() handles the pixel positioning
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if (grid) grid->markDirty(); // #144 - Propagate to parent grid for texture caching
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return true;
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}
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else if (name == "y") {
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position.y = value;
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// Don't update sprite position here - UIGrid::render() handles the pixel positioning
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if (grid) grid->markDirty(); // #144 - Propagate to parent grid for texture caching
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return true;
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}
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else if (name == "sprite_scale") {
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sprite.setScale(sf::Vector2f(value, value));
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if (grid) grid->markDirty(); // #144 - Content change
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return true;
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}
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return false;
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@ -691,6 +694,7 @@ bool UIEntity::setProperty(const std::string& name, float value) {
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bool UIEntity::setProperty(const std::string& name, int value) {
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if (name == "sprite_index" || name == "sprite_number") {
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sprite.setSpriteIndex(value);
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if (grid) grid->markDirty(); // #144 - Content change
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return true;
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}
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return false;
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