feat: Implement texture caching system with dirty flag optimization (closes #144)
- Add cache_subtree property on Frame for opt-in RenderTexture caching - Add PyTexture::from_rendered() factory for runtime texture creation - Add snapshot= parameter to Sprite for creating sprites from Frame content - Implement content_dirty vs composite_dirty distinction: - markContentDirty(): content changed, invalidate self and ancestors - markCompositeDirty(): position changed, ancestors need recomposite only - Update all UIDrawable position setters to use markCompositeDirty() - Add quick exit workaround for cleanup segfaults Benchmark: deep_nesting_cached is 3.7x faster (0.09ms vs 0.35ms) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
parent
8583db7225
commit
68f8349fe8
13 changed files with 220 additions and 56 deletions
|
|
@ -15,9 +15,16 @@ private:
|
|||
sf::Texture texture;
|
||||
std::string source;
|
||||
int sheet_width, sheet_height;
|
||||
|
||||
// Private default constructor for factory methods
|
||||
PyTexture() : source("<uninitialized>"), sprite_width(0), sprite_height(0), sheet_width(0), sheet_height(0) {}
|
||||
|
||||
public:
|
||||
int sprite_width, sprite_height; // just use them read only, OK?
|
||||
PyTexture(std::string filename, int sprite_w, int sprite_h);
|
||||
|
||||
// #144: Factory method to create texture from rendered content (snapshot)
|
||||
static std::shared_ptr<PyTexture> from_rendered(sf::RenderTexture& render_tex);
|
||||
sf::Sprite sprite(int index, sf::Vector2f pos = sf::Vector2f(0, 0), sf::Vector2f s = sf::Vector2f(1.0, 1.0));
|
||||
int getSpriteCount() const { return sheet_width * sheet_height; }
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue