We load lots of the same thing in OptionRows. Instead of loading each one
individually, just load one and copy it for the rest; this avoids doing the whole "search, read redir, find refcounted" code path for every option. Don't load data from OptionRow::AfterImportOptions.
This commit is contained in:
+10
-11
@@ -146,6 +146,11 @@ void OptionRow::LoadMetrics( const CString &sType )
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m_OptionIcons[p].Load( m_sType );
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m_OptionIcons[p].RunCommands( ICONS_ON_COMMAND );
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}
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m_textItemParent.LoadFromFont( THEME->GetPathF(m_sType,"item") );
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m_UnderlineParent.Load( m_sType, OptionsCursor::underline );
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m_textTitle.LoadFromFont( THEME->GetPathF(m_sType,"title") );
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m_sprBullet.Load( THEME->GetPathG(m_sType,"bullet") );
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}
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void OptionRow::LoadNormal( const OptionRowDefinition &def, OptionRowHandler *pHand, bool bFirstItemGoesDown )
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@@ -278,11 +283,9 @@ void OptionRow::AfterImportOptions()
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LoadOptionIcon( p, "" );
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}
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// If the items will go off the edge of the screen, then re-init with the "long row" style.
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{
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BitmapText bt;
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bt.LoadFromFont( THEME->GetPathF(m_sType,"item") );
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BitmapText bt( m_textItemParent );
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bt.RunCommands( ITEMS_ON_COMMAND );
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float fX = ITEMS_START_X;
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@@ -315,12 +318,11 @@ void OptionRow::AfterImportOptions()
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// init text
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FOREACH_HumanPlayer( p )
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{
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BitmapText *bt = new BitmapText;
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BitmapText *bt = new BitmapText( m_textItemParent );
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m_textItems.push_back( bt );
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const int iChoiceInRowWithFocus = m_iChoiceInRowWithFocus[p];
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bt->LoadFromFont( THEME->GetPathF(m_sType,"item") );
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CString sText = (iChoiceInRowWithFocus==-1) ? "" : m_RowDef.m_vsChoices[iChoiceInRowWithFocus];
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PrepareItemText( sText );
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bt->SetText( sText );
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@@ -341,9 +343,9 @@ void OptionRow::AfterImportOptions()
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// init underlines
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FOREACH_HumanPlayer( p )
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{
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OptionsCursor *ul = new OptionsCursor;
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OptionsCursor *ul = new OptionsCursor( m_UnderlineParent );
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m_Underline[p].push_back( ul );
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ul->Load( m_sType, OptionsCursor::underline );
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ul->Set( p );
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int iWidth, iX, iY;
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GetWidthXY( p, 0, iWidth, iX, iY );
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@@ -375,9 +377,8 @@ void OptionRow::AfterImportOptions()
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// init underlines
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FOREACH_HumanPlayer( p )
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{
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OptionsCursor *ul = new OptionsCursor;
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OptionsCursor *ul = new OptionsCursor( m_UnderlineParent );
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m_Underline[p].push_back( ul );
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ul->Load( m_sType, OptionsCursor::underline );
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ul->Set( p );
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ul->SetX( fX );
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ul->SetWidth( truncf(fItemWidth) );
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@@ -399,13 +400,11 @@ void OptionRow::AfterImportOptions()
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m_Frame.AddChild( m_Underline[p][c] );
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m_textTitle.LoadFromFont( THEME->GetPathF(m_sType,"title") );
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CString sTitle = GetRowTitle();
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m_textTitle.SetText( sTitle );
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m_textTitle.SetX( LABELS_X );
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m_textTitle.RunCommands( LABELS_ON_COMMAND );
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m_sprBullet.Load( THEME->GetPathG(m_sType,"bullet") );
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m_sprBullet.SetX( ARROWS_X );
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//
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@@ -171,7 +171,9 @@ protected:
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RowType m_RowType;
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OptionRowHandler* m_pHand;
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ActorFrame m_Frame;
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BitmapText m_textItemParent;
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vector<BitmapText *> m_textItems; // size depends on m_bRowIsLong and which players are joined
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OptionsCursor m_UnderlineParent;
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vector<OptionsCursor *> m_Underline[NUM_PLAYERS]; // size depends on m_bRowIsLong and which players are joined
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Sprite m_sprBullet;
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BitmapText m_textTitle;
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@@ -7,16 +7,26 @@
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OptionsCursor::OptionsCursor()
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{
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this->AddChild( &m_sprMiddle );
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this->AddChild( &m_sprLeft );
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this->AddChild( &m_sprRight );
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}
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OptionsCursor::OptionsCursor( const OptionsCursor &cpy ):
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ActorFrame( cpy ),
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m_sprLeft( cpy.m_sprLeft ),
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m_sprMiddle( cpy.m_sprMiddle ),
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m_sprRight( cpy.m_sprRight )
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{
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/* Re-add children, or m_SubActors will point to cpy's children and not our own. */
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m_SubActors.clear();
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this->AddChild( &m_sprMiddle );
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this->AddChild( &m_sprLeft );
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this->AddChild( &m_sprRight );
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}
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void OptionsCursor::Load( CString sType, Element elem )
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{
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ASSERT( m_SubActors.empty() ); // don't load twice
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this->AddChild( &m_sprMiddle );
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this->AddChild( &m_sprLeft );
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this->AddChild( &m_sprRight );
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CString sPath = THEME->GetPathG( sType, ssprintf("%s 3x2",elem==cursor?"cursor":"underline") );
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m_sprLeft.Load( sPath );
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@@ -12,6 +12,7 @@ class OptionsCursor : public ActorFrame
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{
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public:
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OptionsCursor();
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OptionsCursor( const OptionsCursor &cpy );
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enum Element { cursor, underline };
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void Load( CString sType, Element elem );
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