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LibCards: Centralise card bitmap creation

Instead of each card being responsible for painting its own bitmaps, we
now have a CardPainter which is responsible for this. It paints a given
card the first time it is requested, and then re-uses that bitmap when
requested in the future. This saves memory for duplicate cards (such as
in Spider where several sets of the same suit are used) or unused ones
(for example, the inverted cards which are only used by Hearts). It
also means we don't throw away bitmaps and then re-create identical
ones when starting a new game.

We get some nice memory savings from this:

|           | Before   | After    | Before (Virtual) | After (Virtual) |
|:----------|---------:|---------:|-----------------:|----------------:|
| Hearts    | 12.2 MiB |  9.3 MiB |         25.1 MiB |        22.2 MiB |
| Spider    | 12.1 MiB | 10.1 MiB |         29.2 MiB |        22.9 MiB |
| Solitaire | 16.4 MiB |  9.0 MiB |         25.0 MiB |        21.9 MiB |

All these measurements taken from x86_64 build, from a fresh launch of
each game after the animation has finished, but without making any
moves. The Hearts value will go up once inverted cards start being
requested.
This commit is contained in:
Sam Atkins 2022-08-21 12:53:20 +01:00 committed by Andreas Kling
parent aac2488d5c
commit 7f46d31849
Notes: sideshowbarker 2024-07-17 08:04:18 +09:00
5 changed files with 249 additions and 141 deletions

View file

@ -6,145 +6,28 @@
*/
#include "Card.h"
#include <LibGUI/Widget.h>
#include <LibGfx/Font/Font.h>
#include <LibGfx/Font/FontDatabase.h>
#include <LibCards/CardPainter.h>
namespace Cards {
static constexpr Gfx::CharacterBitmap s_diamond {
" # "
" ### "
" ##### "
" ####### "
"#########"
" ####### "
" ##### "
" ### "
" # "sv,
9, 9
};
static constexpr Gfx::CharacterBitmap s_heart {
" # # "
" ### ### "
"#########"
"#########"
"#########"
" ####### "
" ##### "
" ### "
" # "sv,
9, 9
};
static constexpr Gfx::CharacterBitmap s_spade {
" # "
" ### "
" ##### "
" ####### "
"#########"
"#########"
" ## # ## "
" ### "
" ### "sv,
9, 9
};
static constexpr Gfx::CharacterBitmap s_club {
" ### "
" ##### "
" ##### "
" ## ### ## "
"###########"
"###########"
"#### # ####"
" ## ### ## "
" ### "sv,
11, 9
};
static RefPtr<Gfx::Bitmap> s_background;
static RefPtr<Gfx::Bitmap> s_background_inverted;
Card::Card(Suit suit, Rank rank)
: m_rect(Gfx::IntRect({}, { width, height }))
, m_front(Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, { width, height }).release_value_but_fixme_should_propagate_errors())
, m_suit(suit)
, m_rank(rank)
{
VERIFY(to_underlying(rank) < card_count);
Gfx::IntRect paint_rect({ 0, 0 }, { width, height });
if (s_background.is_null()) {
s_background = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, { width, height }).release_value_but_fixme_should_propagate_errors();
Gfx::Painter bg_painter(*s_background);
auto image = Gfx::Bitmap::try_load_from_file("/res/icons/cards/buggie-deck.png"sv).release_value_but_fixme_should_propagate_errors();
float aspect_ratio = image->width() / static_cast<float>(image->height());
auto target_size = Gfx::IntSize(static_cast<int>(aspect_ratio * (height - 5)), height - 5);
bg_painter.fill_rect_with_rounded_corners(paint_rect, Color::Black, card_radius);
auto inner_paint_rect = paint_rect.shrunken(2, 2);
bg_painter.fill_rect_with_rounded_corners(inner_paint_rect, Color::White, card_radius - 1);
bg_painter.draw_scaled_bitmap(
{ { (width - target_size.width()) / 2, (height - target_size.height()) / 2 }, target_size },
*image, image->rect());
s_background_inverted = invert_bitmap(*s_background);
}
Gfx::Painter painter(m_front);
auto& font = Gfx::FontDatabase::default_font().bold_variant();
painter.fill_rect_with_rounded_corners(paint_rect, Color::Black, card_radius);
paint_rect.shrink(2, 2);
painter.fill_rect_with_rounded_corners(paint_rect, Color::White, card_radius - 1);
paint_rect.set_height(paint_rect.height() / 2);
paint_rect.shrink(10, 6);
auto text_rect = Gfx::IntRect { 4, 6, font.width("10"sv), font.glyph_height() };
painter.draw_text(text_rect, card_rank_label(m_rank), font, Gfx::TextAlignment::Center, color());
auto const& symbol = [&]() -> Gfx::CharacterBitmap const& {
switch (m_suit) {
case Suit::Diamonds:
return s_diamond;
case Suit::Clubs:
return s_club;
break;
case Suit::Spades:
return s_spade;
case Suit::Hearts:
return s_heart;
default:
VERIFY_NOT_REACHED();
}
}();
painter.draw_bitmap(
{ text_rect.x() + (text_rect.width() - symbol.size().width()) / 2, text_rect.bottom() + 5 },
symbol, color());
for (int y = height / 2; y < height; ++y) {
for (int x = 0; x < width; ++x) {
m_front->set_pixel(x, y, m_front->get_pixel(width - x - 1, height - y - 1));
}
}
m_front_inverted = invert_bitmap(*m_front);
}
void Card::draw(GUI::Painter& painter) const
{
VERIFY(!s_background.is_null());
if (m_inverted)
painter.blit(position(), m_upside_down ? *s_background_inverted : *m_front_inverted, m_front_inverted->rect());
else
painter.blit(position(), m_upside_down ? *s_background : *m_front, m_front->rect());
auto& card_painter = CardPainter::the();
auto bitmap = [&]() {
if (m_inverted)
return m_upside_down ? card_painter.card_back_inverted() : card_painter.card_front_inverted(m_suit, m_rank);
return m_upside_down ? card_painter.card_back() : card_painter.card_front(m_suit, m_rank);
}();
painter.blit(position(), bitmap, bitmap->rect());
}
void Card::clear(GUI::Painter& painter, Color const& background_color) const
@ -167,15 +50,4 @@ void Card::clear_and_draw(GUI::Painter& painter, Color const& background_color)
save_old_position();
}
NonnullRefPtr<Gfx::Bitmap> Card::invert_bitmap(Gfx::Bitmap& bitmap)
{
auto inverted_bitmap = bitmap.clone().release_value_but_fixme_should_propagate_errors();
for (int y = 0; y < inverted_bitmap->height(); y++) {
for (int x = 0; x < inverted_bitmap->width(); x++) {
inverted_bitmap->set_pixel(x, y, inverted_bitmap->get_pixel(x, y).inverted());
}
}
return *inverted_bitmap;
}
}