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This is an automatically generated e-mail. To reply, visit:
<a href="http://reviewboard.kde.org/r/4283/">http://reviewboard.kde.org/r/4283/</a>
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<p style="margin-top: 0;">On July 14th, 2010, 10:39 p.m., <b>Parker Coates</b> wrote:</p>
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<a href="/r/4283/diff/6/?file=30035#file30035line57" style="color: black; font-weight: bold; text-decoration: underline;">trunk/KDE/kdegames/libkdegames/kgamerendereditem.h</a>
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(Diff revision 6)
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<td colspan="2"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">class KDEGAMES_EXPORT KGameRenderedItem : public QGraphicsObject, public KGameRendererClient</pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///Returns a pointer to the current primary view, or 0 if no primary</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///view has been set (which is the default).</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///\see setPrimaryView()</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="n">QGraphicsView</span><span class="o">*</span> <span class="n">primaryView</span><span class="p">()</span> <span class="k">const</span><span class="p">;</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///Sets the primary view of this item. If a primary view is set:</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///\li The renderSize of the pixmap is automatically determined from the</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">/// painting requests recieved from the primary view.</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///\li The size of the item's boundingRect() is always 1x1 in item</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">/// coordinates (without primary view, it equals the pixmap size).</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///\warning While a primary view is set, avoid any manual calls to</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///setRenderSize().</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="kt">void</span> <span class="n">setPrimaryView</span><span class="p">(</span><span class="n">QGraphicsView</span><span class="o">*</span> <span class="n">view</span><span class="p">);</span></pre></td>
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<pre>Could you give an explanation of what these methods are for? Having read the API docs and how they're used in KDiamond, I still don't get how the item size can be automatically determined by having a pointer to the QGV.</pre>
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<pre style="margin-left: 1em">A normal QGraphicsPixmapItem has the bounding rect (0, 0, width, height), which requires one to move stuff around when the pixmap sizes change in a resize event.
If a primary view is set, the coordinate system is transformed such that the bounding rect is always (0, 0, 1, 1). The internal pixmap item uses the paint events to decide on its actual render size, but the logical size of the item (in item coordinates) is still 1x1. The primary view thus allows to decouple the rendering coordinates from the logical coordinates.
If you look at the kolf-refactoring branch of <http://git.bethselamin.de/?p=kdegames-work.git;a=summary>, you'll see a more interesting application of the primaryView property. Kolf uses a fixed 400x400 size for the course, yet is full of rescaling code that handles mapping to the view coordinates. This is no longer necessary when all relevant items are KGameRenderedItems which determine their render size automatically.</pre>
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<p style="margin-top: 0;">On July 14th, 2010, 10:39 p.m., <b>Parker Coates</b> wrote:</p>
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<a href="/r/4283/diff/6/?file=30037#file30037line153" style="color: black; font-weight: bold; text-decoration: underline;">trunk/KDE/kdegames/libkdegames/kgamerenderer.h</a>
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(Diff revision 6)
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<td colspan="2"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">class KDEGAMES_EXPORT KGameRenderer : public QObject</pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///@return the optimization strategies used by this renderer</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///@see setStrategyEnabled()</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="n">Strategies</span> <span class="n">strategies</span><span class="p">()</span> <span class="k">const</span><span class="p">;</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///Enables/disables an optimization strategy for this renderer. By</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///default, both the UseDiskCache and the UseRenderingThreads strategies</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///are enabled. This is a sane default for 99% of all games. You might<span class="ew"> </span></span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///only want to disable optimizations if the graphics are so simple that</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///the optimisations create an overhead in your special case.</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///If you disable UseDiskCache, you should do so before setTheme(),</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="c1">///because changes to UseDiskCache cause a full theme reload.</span></pre></td>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; white-space: pre-wrap; word-wrap: break-word;">                <span class="kt">void</span> <span class="n">setStrategyEnabled</span><span class="p">(</span><span class="n">Strategy</span> <span class="n">strategy</span><span class="p">,</span> <span class="n">bool</span> <span class="n">enabled</span> <span class="o">=</span> <span class="nb">true</span><span class="p">);</span></pre></td>
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<pre>If the defaults are acceptable for 99% of games and we have less than 40 games, then do we really need to handle those corner cases for the 0.4 games that use them? :)
Honestly, if a games graphic needs are such that these "optimisations" don't actually help then I see two likely cases: the games is so simple that it doesn't really care about the extra performance overhead or the game is so specialised that it will want it's own rendering stack. So unless there are other strategies planned that users will actually change the defaults on, I'd be in favour of pulling these methods out to keep the API simple and to remove a level of conditionals from the code.
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<pre style="margin-left: 1em">I'm actually thinking about disabling some of the optimisation strategies in Kolf. For example, it needs its pixmaps at so many different sizes that the cache is not particularly useful.</pre>
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<p>- Stefan</p>
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<p>On July 3rd, 2010, 1:43 p.m., Stefan Majewsky wrote:</p>
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<div>Review request for KDE Games.</div>
<div>By Stefan Majewsky.</div>
<p style="color: grey;"><i>Updated 2010-07-03 13:43:36</i></p>
<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Description </h1>
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<pre style="margin: 0; padding: 0;">KGameRenderer is a small SVG->pixmap rendering framework for use in KDE games. I want to add it to libkdegames in the 4.6 cycle. For the story behind it, see http://kde.markmail.org/message/plfkwfeoni6nvpk2
Most important features:
- management of SVG themes (via KGameTheme and QSvgRenderer)
- reading of animated sprites (i.e. multiple SVG elements which are displayed one after the other to obtain an animation)
- multithreaded rendering
- two caching levels (in-process QHashes and shared KSharedDataCache)
- integration with QGraphicsView through the KGameRenderedItem class
- integrability with any existing implementations through the KGameRendererClient base class</pre>
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Testing </h1>
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<pre style="margin: 0; padding: 0;">As part of a general refactoring, I have ported KDiamond to KGameRenderer in a local Git working branch which is available from git://git.bethselamin.de/kdegames-work.git (branch "kgamerenderer"). The port is stable and much faster, both in animation performance and startup time. Also, memory usage is about 1 MB lower in both the cold-start and warm-start scenario (i.e., without and with disk caches).</pre>
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Diffs</b> </h1>
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<li>trunk/KDE/kdegames/libkdegames/CMakeLists.txt <span style="color: grey">(1138526)</span></li>
<li>trunk/KDE/kdegames/libkdegames/includes/CMakeLists.txt <span style="color: grey">(1138526)</span></li>
<li>trunk/KDE/kdegames/libkdegames/includes/KGameRenderedItem <span style="color: grey">(PRE-CREATION)</span></li>
<li>trunk/KDE/kdegames/libkdegames/includes/KGameRenderer <span style="color: grey">(PRE-CREATION)</span></li>
<li>trunk/KDE/kdegames/libkdegames/includes/KGameRendererClient <span style="color: grey">(PRE-CREATION)</span></li>
<li>trunk/KDE/kdegames/libkdegames/kgamerendereditem.h <span style="color: grey">(PRE-CREATION)</span></li>
<li>trunk/KDE/kdegames/libkdegames/kgamerendereditem.cpp <span style="color: grey">(PRE-CREATION)</span></li>
<li>trunk/KDE/kdegames/libkdegames/kgamerenderer.h <span style="color: grey">(PRE-CREATION)</span></li>
<li>trunk/KDE/kdegames/libkdegames/kgamerenderer.cpp <span style="color: grey">(PRE-CREATION)</span></li>
<li>trunk/KDE/kdegames/libkdegames/kgamerenderer_p.h <span style="color: grey">(PRE-CREATION)</span></li>
<li>trunk/KDE/kdegames/libkdegames/kgamerendererclient.h <span style="color: grey">(PRE-CREATION)</span></li>
<li>trunk/KDE/kdegames/libkdegames/kgamerendererclient.cpp <span style="color: grey">(PRE-CREATION)</span></li>
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<p><a href="http://reviewboard.kde.org/r/4283/diff/" style="margin-left: 3em;">View Diff</a></p>
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