Quote:
Originally Posted by Jeff
Bradley, the biggest gripe about Gump Studio is that once u get 50 items on the screen, moving any of them 1 pixel at a time is terribly slow. I believe this is due to the way you handle Undo and Redo stacking. As a test you could disable that code and see. There are better ways to do it. I know its possible to get rid of this because I did in RunUO:GDK. Another great idea would be making the selection of items done by pixel calls. If you click on an item, the order of checking to see if the item has been selected should be
if(gump.bounds.contains(point) && gump.image.getpixel(point - gump.location) != color.black))
{
}
This makes selecting items that overlap others ALOT easier.
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I'll see what I can do about optimizing the display of a large number of elements. I'm fairly sure it's not related to the undo code, because an undo point is only created after the move has completed (ie, on mouse up of a drag), not durring the move. It's hard for me to test performance because I do not have an older / slower computer to test it on.
As for "pixel perfect" element selection, I think an option for this would be a good idea. I personally prefer the stack order selection on bounds, it makes it easier to select small items, but agree that some people like having it work on pixels.