Expand description
Tiles: squares of a drawing, 256 device pixels a side, painted at one scale in one theme — where each is in the design, the pyramid’s levels, and the cache that keeps them and marks the ones damage makes stale.
Structs§
- Cache
- Painted tiles, keyed by theme, level, column and row, holding at most
capof cost — bytes of pixels, or a count — the least recently used dropped first. Damage marks the tiles it overlaps stale; a stale tile is still there, and says so, until it is painted again. What a tile holds is the cache’s user’s: pixels in the server, a texture on the GPU. - Key
- A tile: its theme, its level, and its column and row from the drawing’s top-left.
- Level
- A scale tiles are painted at, to a 1/1024th: a level of the pyramid.
- View
- A view of a drawing:
width×heightdevice pixels showing the drawing scaled byzoom, its top-left atorigin, a whole device pixel.
Constants§
- TILE
- A tile’s side, in device pixels.
Traits§
- Tiled
- What a cache keys its tiles by: a tile’s
Key, with whatever else tells the cache’s tiles apart — a server’s design, say.