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🔧 Prioritize visible tiles over interest-area tiles
Partition pending tiles into 4 groups by visibility and cache status. Visible tiles are processed first to eliminate empty squares during pan/zoom. Cached tiles within each group are processed before uncached.
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@ -209,16 +209,19 @@ impl PendingTiles {
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}
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}
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pub fn update(&mut self, tile_viewbox: &TileViewbox, surfaces: &Surfaces) {
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self.list.clear();
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let columns = tile_viewbox.interest_rect.width();
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let rows = tile_viewbox.interest_rect.height();
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// Generate tiles in spiral order from center
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fn generate_spiral(rect: &TileRect) -> Vec<Tile> {
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let columns = rect.width();
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let rows = rect.height();
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let total = columns * rows;
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let mut cx = tile_viewbox.interest_rect.center_x();
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let mut cy = tile_viewbox.interest_rect.center_y();
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if total <= 0 {
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return Vec::new();
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}
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let mut result = Vec::with_capacity(total as usize);
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let mut cx = rect.center_x();
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let mut cy = rect.center_y();
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let ratio = (columns as f32 / rows as f32).ceil() as i32;
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@ -228,7 +231,7 @@ impl PendingTiles {
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let mut direction = 0;
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let mut current = 0;
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self.list.push(Tile(cx, cy));
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result.push(Tile(cx, cy));
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while current < total {
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match direction {
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0 => cx += 1,
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@ -238,7 +241,7 @@ impl PendingTiles {
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_ => unreachable!("Invalid direction"),
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}
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self.list.push(Tile(cx, cy));
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result.push(Tile(cx, cy));
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direction_current += 1;
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let direction_total = if direction % 2 == 0 {
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@ -258,18 +261,44 @@ impl PendingTiles {
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}
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current += 1;
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}
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self.list.reverse();
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result.reverse();
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result
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}
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// Create a new list where the cached tiles go first
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let iter1 = self
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.list
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.iter()
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.filter(|t| surfaces.has_cached_tile_surface(**t));
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let iter2 = self
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.list
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.iter()
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.filter(|t| !surfaces.has_cached_tile_surface(**t));
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self.list = iter1.chain(iter2).copied().collect();
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pub fn update(&mut self, tile_viewbox: &TileViewbox, surfaces: &Surfaces) {
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self.list.clear();
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// Generate spiral for the interest area (viewport + margin)
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let spiral = Self::generate_spiral(&tile_viewbox.interest_rect);
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// Partition tiles into 4 priority groups (highest priority = processed last due to pop()):
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// 1. visible + cached (fastest - just blit from cache)
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// 2. visible + uncached (user sees these, render next)
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// 3. interest + cached (pre-rendered area, blit from cache)
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// 4. interest + uncached (lowest priority - background pre-render)
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let mut visible_cached = Vec::new();
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let mut visible_uncached = Vec::new();
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let mut interest_cached = Vec::new();
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let mut interest_uncached = Vec::new();
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for tile in spiral {
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let is_visible = tile_viewbox.visible_rect.contains(&tile);
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let is_cached = surfaces.has_cached_tile_surface(tile);
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match (is_visible, is_cached) {
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(true, true) => visible_cached.push(tile),
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(true, false) => visible_uncached.push(tile),
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(false, true) => interest_cached.push(tile),
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(false, false) => interest_uncached.push(tile),
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}
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}
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// Build final list with lowest priority first (they get popped last)
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// Order: interest_uncached, interest_cached, visible_uncached, visible_cached
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self.list.extend(interest_uncached);
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self.list.extend(interest_cached);
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self.list.extend(visible_uncached);
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self.list.extend(visible_cached);
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}
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pub fn pop(&mut self) -> Option<Tile> {
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