forked from SilverStudioGames/WTS
LoafyLemon
f29f8aecfe
* Disabled tooltips on android devices * Improved screen boundary detection to avoid overflow * Improved readability and padding * Fixed the existence of tooltip parameter causing massive lag spikes on hover/unhover events (even when tooltips were disabled) by patching the related engine focus function
126 lines
4.5 KiB
Plaintext
126 lines
4.5 KiB
Plaintext
init python:
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if renpy.android:
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settings.default("crashdefendersetting", 0)
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# Attempts at fixing the texture leak plaguing
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# android devices, mainly running on Android11 & Android 12.
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class Android11TextureLeakFix(NoRollback):
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def __init__(self, limit=100):
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self.statements = 0
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self.set_mode(settings.get("crashdefendersetting"))
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def set_mode(self, mode):
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if mode == 3:
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self.limit = 15
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elif mode == 2:
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self.limit = 25
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elif mode == 1:
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self.limit = 55
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else:
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self.limit = 0
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def __call__(self, name):
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if renpy.is_init_phase() or self.limit == 0:
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return
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self.statements += 1
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if self.statements > self.limit:
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self.statements = 0
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# Big thanks to Andykl (https://github.com/Andykl)
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# for finding the issue and inventing this workaround.
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# https://github.com/renpy/renpy/issues/3643
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cache = renpy.display.im.cache
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cache_size = cache.get_total_size()
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cache_limit = cache.cache_limit * 0.95
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if cache_size >= cache_limit:
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if config.developer:
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print("Cache limit reached, purging cache... ({}/{})\n{}".format(cache_size, cache_limit, renpy.get_filename_line()))
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cache.clear()
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if renpy.game.interface is not None:
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if config.developer:
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print("Statements limit reached, cleaning textures... ({})\n{}".format(self.limit, renpy.get_filename_line()))
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renpy.game.interface.full_redraw = True
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renpy.game.interface.restart_interaction = True
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if renpy.display.draw is not None:
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renpy.display.draw.kill_textures()
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renpy.display.render.free_memory()
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crashdefender = Android11TextureLeakFix()
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config.statement_callbacks.append(crashdefender)
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python early hide:
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import functools
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if renpy.windows:
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# On windows, Renpy does not support backslashes in some of its functions,
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# but because the code needs to be platform-independent,
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# we require to monkey patch those functions in order
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# to remain compatible with all platforms without losing functionality.
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@renpy.pure
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def _loadable(filename):
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filename = filename.replace("\\", "/")
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return renpy.loader.loadable(filename)
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renpy.loadable = _loadable
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# renpy.list_files does not use cached results, let's fix that.
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@functools.cache
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def _list_files(common=False):
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rv = [fn for dir, fn in renpy.loader.listdirfiles(common) if not fn.startswith("saves/")]
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rv.sort()
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return rv
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renpy.list_files = _list_files
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# Default focus behaviour restarts the interaction whenever
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# any element that contains a tooltip is being hovered or unhovered.
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# Restarting interactions in a short timespan causes massive lag spikes,
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# in order to fix it, we'll refresh just the tooltip screen and skip the rest.
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def set_focused(widget, arg, screen):
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global _tooltip
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renpy.display.focus.argument = arg
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renpy.display.focus.screen_of_focused = screen
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if screen is not None:
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renpy.display.focus.screen_of_focused_names = { screen.screen_name[0], screen.tag }
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else:
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renpy.display.focus.screen_of_focused_names = set()
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renpy.game.context().scene_lists.focused = widget
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renpy.display.tts.displayable(widget)
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# Figure out the tooltip.
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_tooltip = widget._get_tooltip() if widget else None
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# setattr(renpy.store, "widget", widget) # DEBUG
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# if renpy.display.focus.tooltip != new_tooltip:
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# renpy.display.focus.tooltip = new_tooltip
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# renpy.display.focus.capture_focus("tooltip")
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# renpy.exports.restart_interaction()
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# if renpy.display.focus.tooltip is not None:
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# renpy.display.focus.last_tooltip = renpy.display.focus.tooltip
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# renpy.display.focus.screen_of_last_focused_names = renpy.display.focus.screen_of_focused_names
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renpy.display.focus.set_focused = set_focused
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