This repository was archived by the owner on Aug 31, 2021. It is now read-only.
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This patch is a series of commits tidying up and refactoring parts of the tilecache / accelerated rendering mode.
As it stands it removes various unused instance methods related to layers, makes layer mode type computation live (removing the 'layer attr needs update' logic), and moves MCControl and MCCard related code into a more appropriate place using a virtual 'render' method. The next step is to make the render code per-control - taking the branching logic out of the MCControl render method for things like scrolling groups and also enabling a control to render multiple layers (this should remove the need for a scrolling layer mode entirely).
In addition, it fixes an issue with selection handles in accelRender mode - although that needs a little more tweaking - it probably makes more sense to have a separate 'selection' layer which is a sprite rather than scenery.
One thing which I noticed whilst doing this is that unbounded, opaque groups will not ever be scrolling - more investigation is needed here what goes wrong there as that is probably a significant reason why some scrolling groups on mobile suffer from poor performance.