Managing multiple images

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  • Hello! I've been progressing really well, but I'm also experiencing some issues.
    Right now, you can store multiple images. You can even add some at runtime, and delete them etc.
    These are accessed by indices.
    If you have 3 images, and you insert a new one at index 1, some of these ID's would link to other images now. I'm not sure if that's not too confusing.
    Additionaly, when using functions extensively, for example "set pixel" in a 640x480 loop, you notice a slowdown. That is because you pass the image index and the extension reads the surface at the given index from the image bank every time you call the action. I've also added a "set pixel of current image" action, which doesn't do that, and it's MUCH faster.

    I've been thinking about completely separating this, and removing some of the features for storing multiple images, if not all.

    I think it's more important to have a really fast object, so you can completely replace the Overlay.
    On the other hand, I really think this multiple image feature would be really cool.

    Does anybody of you have any idea for a "handshake" between efficiency and usability? I appreciate any suggestion!

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  • Only offer "Set pixel of current image" as a feature. This is fine. It'd even allow you to switch to using string keys without significant slowdown, which would solve the first problem.

    Or make it cache the last selected index somewhere so that functions used in a row don't result in slowdown.

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  • Thanks for the suggestions. :)
    Yeah, I thought of strings...but I don't know how to merge that with the animation editor, as you can't name frames. It would seem weird to load the images with identifiers like "0","1", etc.
    The cache idea is great, I'll definitely use that!

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