eb21fc3e31
Different operations to the display tree have different costs. Be aware of these costs when optimizing your code. * Changing tiles indices in a TileGrid will update an area covering them all. * Changing a palette will refresh every object that references it. * Moving a TileGrid will update both where it was and where it moved to. * Adding something to a Group will refresh each individual area it covers. * Removing things from a Group will refresh one area that covers all previous locations. (Not separate areas like add.) * Setting a new top level Group will refresh the entire display. Only TileGrid moves are optimized for overlap. All other overlaps cause sending of duplicate pixels. This also adds flip_x, flip_y and transpose_xy to TileGrid. They change the direction of the pixels but not the location. Fixes #1169. Fixes #1705. Fixes #1923. |
||
---|---|---|
.. | ||
_pew | ||
_pixelbuf | ||
_stage | ||
audioio | ||
bitbangio | ||
bleio | ||
board | ||
busio | ||
displayio | ||
fontio | ||
gamepad | ||
gamepadshift | ||
multiterminal | ||
network | ||
os | ||
random | ||
socket | ||
storage | ||
struct | ||
terminalio | ||
uheap | ||
usb_hid | ||
usb_midi | ||
ustack | ||
wiznet |