Q: is bounding_box(); etc more complex than queuing draw?
either way, canvas should eventually switch to
use an optimized OptimizingLookupTable.
}
vector<Item *>
-DumbLookupTable::get (Rect const &)
+DumbLookupTable::get (Rect const &area)
{
list<Item *> const & items = _item.items ();
vector<Item *> vitems;
+#if 1
+ for (list<Item *>::const_iterator i = items.begin(); i != items.end(); ++i) {
+ boost::optional<Rect> item_bbox = (*i)->bounding_box ();
+ if (!item_bbox) continue;
+ Rect item = (*i)->item_to_window (item_bbox.get());
+ if (item.intersection (area)) {
+ vitems.push_back (*i);
+ }
+ }
+#else
copy (items.begin(), items.end(), back_inserter (vitems));
+#endif
return vitems;
}