Make update code on playing a stone much more efficient
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@ -108,11 +108,14 @@ class GoGame(gtk.HBox):
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row = int(y / inc)
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col = int(x / inc)
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self.goban.play_move((row,col))
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self.update()
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changed = self.goban.play_move((row,col))
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print changed
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self.update(changed)
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def do_board_configure(self, widget, event):
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print 'configure'
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gc = widget.get_style().fg_gc[gtk.STATE_NORMAL]
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x,y,width,height = widget.get_allocation()
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self.board_backbuf = gtk.gdk.Pixmap(widget.window, width, height, depth=-1)
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@ -121,6 +124,8 @@ class GoGame(gtk.HBox):
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def do_board_expose(self, widget, event):
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print 'expose'
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x , y, width, height = event.area
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widget.window.draw_drawable(widget.get_style().fg_gc[gtk.STATE_NORMAL],
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self.board_backbuf, x, y, x, y, width, height)
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@ -130,7 +135,11 @@ class GoGame(gtk.HBox):
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# fixme: rendering/updating the whole board is pretty slow. Eliminate the need to
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# render the whole board when a stone is played (we need a list of modified
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# locations from somewhere)
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# fixme: the board doesn't get drawn initially, even though the backbuffer *should*
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# have the board in it before our first expose event
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def update_board(self, to_update=None):
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print 'update'
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if to_update == None:
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to_update = range(len(self.goban.board))
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@ -169,13 +178,13 @@ class GoGame(gtk.HBox):
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def on_pass(self, widget):
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self.goban.pass_move()
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self.update()
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changed = self.goban.pass_move()
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self.update(changed)
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def on_resign(self, widget):
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self.goban.resign()
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self.update()
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changed = self.goban.resign()
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self.update(changed)
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# fixme: Add a widget to show the outcome
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@ -191,9 +200,9 @@ class GoGame(gtk.HBox):
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self.white_cap_value.set_text(str(self.goban.white_captures))
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def update(self):
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def update(self, changed):
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self.update_info()
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self.update_board()
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self.update_board(changed)
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