Workaround the two remaining issues, mostly fixing the “load deck”
screen in tab_game:
 * Only preload up to the first 300 cards of a deck;
 * don’t even bother trying to load card images if they’ll be shown
with width <= 10

Trying a 17k cards deck like the one proposed in #67 is still a no go,
mostly due to the cpu time used to create all the objects. Anyway, i
tested decks up to 8k cards and they works fine now (if you like to
wait while trice is loading them)..
This commit is contained in:
Fabio Bas 2015-04-04 14:03:22 +02:00
parent b8401592d4
commit 0a366d7564
2 changed files with 7 additions and 2 deletions

View file

@ -91,7 +91,10 @@ void AbstractCardItem::paintPicture(QPainter *painter, const QSizeF &translatedS
CardInfo *imageSource = facedown ? db->getCard() : info;
QPixmap translatedPixmap;
imageSource->getPixmap(translatedSize.toSize(), translatedPixmap);
// don't even spend time trying to load the picture if our size is too small
if(translatedSize.width() > 10)
imageSource->getPixmap(translatedSize.toSize(), translatedPixmap);
painter->save();
QColor bgColor = Qt::transparent;
if (translatedPixmap.isNull()) {

View file

@ -970,7 +970,9 @@ QStringList CardDatabase::getAllMainCardTypes() const
void CardDatabase::cacheCardPixmaps(const QStringList &cardNames)
{
QPixmap tmp;
for (int i = 0; i < cardNames.size(); ++i)
// never cache more than 300 cards at once for a single deck
int max = qMin(cardNames.size(), 300);
for (int i = 0; i < max; ++i)
getCard(cardNames[i])->loadPixmap(tmp);
}