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author | Ira Rice <irarice@gmail.com> | 2009-03-17 20:18:41 -0600 |
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committer | Ira Rice <irarice@gmail.com> | 2009-03-17 20:18:41 -0600 |
commit | 72daf0bf49c0ff994aeff357f6e52140887bce30 (patch) | |
tree | 6965511cc5bbede09526c115d43fc1465f39f7de /src/map.cpp | |
parent | a1eb62126bae54557e03682cac70c8331e359e01 (diff) | |
download | mana-72daf0bf49c0ff994aeff357f6e52140887bce30.tar.gz mana-72daf0bf49c0ff994aeff357f6e52140887bce30.tar.bz2 mana-72daf0bf49c0ff994aeff357f6e52140887bce30.tar.xz mana-72daf0bf49c0ff994aeff357f6e52140887bce30.zip |
Added an image merge feature loosely based on a merge function found in
the open source project Wormux. To improve SDL performance, the number
of layers that are pushed out to the hardware or software buffers should
be reduced, which is where this function comes into play, as it combines
two surfaces together so that the number of blit operations is reduced.
This function is currently not used, but will be used once a good way to
link each of the target systems is determined so that it only initiates
when SDL is enabled, as well as making sure that each hook that uses
this function is benefiting from it sufficiently. At the moment, it's
suspected that the particle engine will likely be the most likely to
benefit from this function, followed by tile drawing, then sprite drawing.
Signed-off-by: Ira Rice <irarice@gmail.com>
Diffstat (limited to 'src/map.cpp')
-rw-r--r-- | src/map.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/map.cpp b/src/map.cpp index bda618e2..877a8ba9 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -120,10 +120,8 @@ Image* MapLayer::getTile(int x, int y) const return mTiles[x + y * mWidth]; } -void MapLayer::draw(Graphics *graphics, - int startX, int startY, - int endX, int endY, - int scrollX, int scrollY, +void MapLayer::draw(Graphics *graphics, int startX, int startY, + int endX, int endY, int scrollX, int scrollY, const Sprites &sprites) const { startX -= mX; @@ -164,8 +162,10 @@ void MapLayer::draw(Graphics *graphics, } // Draw any remaining sprites - if (mIsFringeLayer) { - while (si != sprites.end()) { + if (mIsFringeLayer) + { + while (si != sprites.end()) + { (*si)->draw(graphics, -scrollX, -scrollY); si++; } |