Performance fix, inject into standard love.run loop, fix fuzzy search

* draw_text was generating _way_ too much garbage
* love.run loop requires a small change to core
This commit is contained in:
Jeremy Penner 2020-09-13 22:36:46 -04:00
parent 240a1a7d16
commit 74b2f1970f
2 changed files with 85 additions and 33 deletions

View file

@ -416,7 +416,7 @@ function core.step()
end
local run_threads = coroutine.wrap(function()
core.run_threads = coroutine.wrap(function()
while true do
local max_time = 1 / config.fps - 0.004
local ran_any_threads = false
@ -452,7 +452,7 @@ function core.run()
while true do
core.frame_start = system.get_time()
local did_redraw = core.step()
run_threads()
core.run_threads()
if not did_redraw and not system.window_has_focus() then
system.wait_event(0.25)
end

114
main.lua
View file

@ -9,12 +9,11 @@ function renderer.get_size()
end
function renderer.begin_frame()
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
-- handled in love.run
end
function renderer.end_frame()
love.graphics.present()
-- handled in love.run
end
function renderer.set_clip_rect(x, y, w, h)
@ -22,12 +21,10 @@ function renderer.set_clip_rect(x, y, w, h)
end
function renderer.set_litecolor(color)
if not color or #color < 3 then color = { 255, 255, 255, 255 } end
local alpha = 1
if #color == 4 then
alpha = color[4] / 255
end
love.graphics.setColor(color[1] / 255, color[2] / 255, color[3] / 255, alpha)
local r, g, b, a = 255, 255, 255, 255
if color and #color >= 3 then r, g, b = unpack(color, 1, 3) end
if #color >= 4 then a = color[4] end
love.graphics.setColor(r / 255, g / 255, b / 255, a / 255)
end
function renderer.draw_rect(x, y, w, h, color)
renderer.set_litecolor(color)
@ -36,9 +33,9 @@ end
function renderer.draw_text(font, text, x, y, color)
renderer.set_litecolor(color)
local textobj = love.graphics.newText(font.font, text)
love.graphics.draw(textobj, x, y)
return x + textobj:getWidth()
love.graphics.setFont(font.font)
love.graphics.print(text, x, y)
return x + font.font:getWidth(text)
end
renderer.font = {}
@ -59,7 +56,8 @@ function renderer.font.load(filename, size)
end
system = {}
function system.poll_event()
system.event_queue = {}
function system.enqueue_love_event(ev, a, b, c, d, e, f)
local function button_name(button)
if button == 1 then return 'left' end
if button == 2 then return 'right' end
@ -76,30 +74,40 @@ function system.poll_event()
end
return key
end
love.event.pump()
for ev, a, b, c, d, e, f in love.event.poll() do
local function convert_love_event()
if ev == 'quit' then
return 'quit'
return {'quit'}
elseif ev == 'resize' then
return 'resized', a, b
return {'resized', a, b}
elseif ev == 'filedropped' then
return 'filedropped', a:getFilename(), love.mouse.getX(), love.mouse.getY()
return {'filedropped', a:getFilename(), love.mouse.getX(), love.mouse.getY()}
elseif ev == 'keypressed' then
return 'keypressed', key_name(a or b)
return {'keypressed', key_name(a or b)}
elseif ev == 'keyreleased' then
return 'keyreleased', key_name(a or b)
return {'keyreleased', key_name(a or b)}
elseif ev == 'textinput' then
return 'textinput', a
return {'textinput', a}
elseif ev == 'mousepressed' then
return 'mousepressed', button_name(c), a, b, e
return {'mousepressed', button_name(c), a, b, e}
elseif ev == 'mousereleased' then
return 'mousereleased', button_name(c), a, b
return {'mousereleased', button_name(c), a, b}
elseif ev == 'mousemoved' then
return 'mousemoved', a, b, c, d
return {'mousemoved', a, b, c, d}
elseif ev == 'wheelmoved' then
return 'mousewheel', b
return {'mousewheel', b}
end
end
local liteev = convert_love_event()
if liteev then
table.insert(system.event_queue, liteev)
end
end
function system.poll_event()
local liteev = table.remove(system.event_queue, 1)
if liteev then
return unpack(liteev)
end
end
function system.wait_event(n)
@ -129,7 +137,7 @@ function system.window_has_focus()
end
function system.show_confirm_dialog(title, msg)
return love.window.showMessageBox(title, message, { 'Yes', 'No', escapebutton = 2 }, 'warning') == 1
return love.window.showMessageBox(title, msg, { 'Yes', 'No', escapebutton = 2 }, 'warning') == 1
end
function system.chdir(dir)
@ -183,7 +191,6 @@ end
function system.sleep(s)
love.timer.sleep(s)
end
function system.exec(cmd)
-- ehhhh todo I guess
end
@ -201,7 +208,7 @@ function system.fuzzy_match(str, ptn)
if cstr:lower() == cptn:lower() then
score = score + (run * 10)
if cstr ~= cptn then score = score - 1 end
istr = istr + 1
run = run + 1
iptn = iptn + 1
else
score = score - 10
@ -210,10 +217,9 @@ function system.fuzzy_match(str, ptn)
istr = istr + 1
end
if iptn > ptn:len() then
return score - str:len() + istr - 1
return score - str:len() - istr + 1
end
end
table.unpack = unpack
core = ""
@ -230,5 +236,51 @@ function love.run()
local style = require('core.style')
style.code_font = renderer.font.load(EXEDIR .. "/data/fonts/monospace.ttf", 15 * SCALE)
core.init()
return core.run
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
-- We don't want the first frame's dt to include time taken by love.load.
if love.timer then love.timer.step() end
local dt = 0
-- Main loop time.
return function()
-- Process events.
if love.event then
love.event.pump()
for name, a,b,c,d,e,f in love.event.poll() do
system.enqueue_love_event(name, a, b, c, d, e, f)
if name == "quit" then
if not love.quit or not love.quit() then
return a or 0
end
end
love.handlers[name](a,b,c,d,e,f)
end
end
-- Update dt, as we'll be passing it to update
if love.timer then dt = love.timer.step() end
-- Call update and draw
if love.update then love.update(dt) end -- will pass 0 if love.timer is disabled
if love.graphics and love.graphics.isActive() then
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
-- update lite & draw
core.redraw = true
core.frame_start = system.get_time()
core.step()
core.run_threads()
if love.draw then love.draw() end
love.graphics.present()
end
if love.timer then love.timer.sleep(0.001) end
end
end