Improve Tree performance
Added TreeItem::last_child to avoid needing to iterate through all children to get to the end. This mainly helps in cases where one TreeItem has many children (1000s), and new children are added to the end, as each add had to iterate through all previously added children.
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e343dbbcc1
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040f241f39
4 changed files with 182 additions and 34 deletions
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@ -773,17 +773,21 @@ TreeItem *TreeItem::create_child(int p_index) {
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TreeItem *item_prev = nullptr;
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TreeItem *item_next = first_child;
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int idx = 0;
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while (item_next) {
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if (idx == p_index) {
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item_next->prev = ti;
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ti->next = item_next;
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break;
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}
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if (p_index < 0 && last_child) {
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item_prev = last_child;
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} else {
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int idx = 0;
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while (item_next) {
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if (idx == p_index) {
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item_next->prev = ti;
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ti->next = item_next;
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break;
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}
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item_prev = item_next;
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item_next = item_next->next;
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idx++;
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item_prev = item_next;
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item_next = item_next->next;
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idx++;
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}
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}
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if (item_prev) {
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@ -804,6 +808,10 @@ TreeItem *TreeItem::create_child(int p_index) {
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}
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}
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if (item_prev == last_child) {
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last_child = ti;
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}
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ti->parent = this;
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ti->parent_visible_in_tree = is_visible_in_tree();
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@ -820,17 +828,13 @@ void TreeItem::add_child(TreeItem *p_item) {
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p_item->parent_visible_in_tree = is_visible_in_tree();
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p_item->_handle_visibility_changed(p_item->parent_visible_in_tree);
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TreeItem *item_prev = first_child;
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while (item_prev && item_prev->next) {
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item_prev = item_prev->next;
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}
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if (item_prev) {
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item_prev->next = p_item;
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p_item->prev = item_prev;
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if (last_child) {
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last_child->next = p_item;
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p_item->prev = last_child;
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} else {
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first_child = p_item;
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}
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last_child = p_item;
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if (!children_cache.is_empty()) {
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children_cache.append(p_item);
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@ -910,13 +914,8 @@ TreeItem *TreeItem::_get_prev_in_tree(bool p_wrap, bool p_include_invisible) {
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}
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} else {
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current = prev_item;
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while ((!current->collapsed || p_include_invisible) && current->first_child) {
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//go to the very end
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current = current->first_child;
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while (current->next) {
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current = current->next;
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}
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while ((!current->collapsed || p_include_invisible) && current->last_child) {
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current = current->last_child;
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}
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}
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@ -1037,6 +1036,8 @@ void TreeItem::clear_children() {
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}
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first_child = nullptr;
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last_child = nullptr;
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children_cache.clear();
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};
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int TreeItem::get_index() {
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@ -1141,6 +1142,7 @@ void TreeItem::move_after(TreeItem *p_item) {
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if (next) {
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parent->children_cache.clear();
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} else {
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parent->last_child = this;
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// If the cache is empty, it has not been built but there
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// are items in the tree (note p_item != nullptr,) so we cannot update it.
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if (!parent->children_cache.is_empty()) {
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@ -4468,15 +4470,8 @@ TreeItem *Tree::get_root() const {
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TreeItem *Tree::get_last_item() const {
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TreeItem *last = root;
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while (last) {
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if (last->next) {
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last = last->next;
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} else if (last->first_child && !last->collapsed) {
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last = last->first_child;
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} else {
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break;
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}
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while (last && last->last_child && !last->collapsed) {
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last = last->last_child;
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}
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return last;
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@ -136,6 +136,7 @@ private:
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TreeItem *prev = nullptr; // previous in list
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TreeItem *next = nullptr; // next in list
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TreeItem *first_child = nullptr;
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TreeItem *last_child = nullptr;
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Vector<TreeItem *> children_cache;
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bool is_root = false; // for tree root
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151
tests/scene/test_tree.h
Normal file
151
tests/scene/test_tree.h
Normal file
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@ -0,0 +1,151 @@
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/**************************************************************************/
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/* test_tree.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEST_TREE_H
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#define TEST_TREE_H
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#include "scene/gui/tree.h"
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#include "tests/test_macros.h"
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namespace TestTree {
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TEST_CASE("[SceneTree][Tree]") {
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SUBCASE("[Tree] Create and remove items.") {
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Tree *tree = memnew(Tree);
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TreeItem *root = tree->create_item();
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TreeItem *child1 = tree->create_item();
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CHECK_EQ(root->get_child_count(), 1);
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TreeItem *child2 = tree->create_item(root);
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CHECK_EQ(root->get_child_count(), 2);
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TreeItem *child3 = tree->create_item(root, 0);
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CHECK_EQ(root->get_child_count(), 3);
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CHECK_EQ(root->get_child(0), child3);
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CHECK_EQ(root->get_child(1), child1);
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CHECK_EQ(root->get_child(2), child2);
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root->remove_child(child3);
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CHECK_EQ(root->get_child_count(), 2);
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root->add_child(child3);
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CHECK_EQ(root->get_child_count(), 3);
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TreeItem *child4 = root->create_child();
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CHECK_EQ(root->get_child_count(), 4);
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CHECK_EQ(root->get_child(0), child1);
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CHECK_EQ(root->get_child(1), child2);
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CHECK_EQ(root->get_child(2), child3);
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CHECK_EQ(root->get_child(3), child4);
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memdelete(tree);
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}
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SUBCASE("[Tree] Clear items.") {
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Tree *tree = memnew(Tree);
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TreeItem *root = tree->create_item();
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for (int i = 0; i < 10; i++) {
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tree->create_item();
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}
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CHECK_EQ(root->get_child_count(), 10);
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root->clear_children();
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CHECK_EQ(root->get_child_count(), 0);
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memdelete(tree);
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}
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SUBCASE("[Tree] Get last item.") {
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Tree *tree = memnew(Tree);
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TreeItem *root = tree->create_item();
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TreeItem *last;
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for (int i = 0; i < 10; i++) {
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last = tree->create_item();
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}
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CHECK_EQ(root->get_child_count(), 10);
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CHECK_EQ(tree->get_last_item(), last);
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// Check nested.
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TreeItem *old_last = last;
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for (int i = 0; i < 10; i++) {
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last = tree->create_item(old_last);
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}
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CHECK_EQ(tree->get_last_item(), last);
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memdelete(tree);
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}
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SUBCASE("[Tree] Previous and Next items.") {
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Tree *tree = memnew(Tree);
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TreeItem *root = tree->create_item();
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TreeItem *child1 = tree->create_item();
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TreeItem *child2 = tree->create_item();
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TreeItem *child3 = tree->create_item();
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CHECK_EQ(child1->get_next(), child2);
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CHECK_EQ(child1->get_next_in_tree(), child2);
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CHECK_EQ(child2->get_next(), child3);
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CHECK_EQ(child2->get_next_in_tree(), child3);
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CHECK_EQ(child3->get_next(), nullptr);
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CHECK_EQ(child3->get_next_in_tree(), nullptr);
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CHECK_EQ(child1->get_prev(), nullptr);
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CHECK_EQ(child1->get_prev_in_tree(), root);
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CHECK_EQ(child2->get_prev(), child1);
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CHECK_EQ(child2->get_prev_in_tree(), child1);
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CHECK_EQ(child3->get_prev(), child2);
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CHECK_EQ(child3->get_prev_in_tree(), child2);
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TreeItem *nested1 = tree->create_item(child2);
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TreeItem *nested2 = tree->create_item(child2);
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TreeItem *nested3 = tree->create_item(child2);
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CHECK_EQ(child1->get_next(), child2);
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CHECK_EQ(child1->get_next_in_tree(), child2);
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CHECK_EQ(child2->get_next(), child3);
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CHECK_EQ(child2->get_next_in_tree(), nested1);
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CHECK_EQ(child3->get_prev(), child2);
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CHECK_EQ(child3->get_prev_in_tree(), nested3);
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CHECK_EQ(nested1->get_prev_in_tree(), child2);
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CHECK_EQ(nested1->get_next_in_tree(), nested2);
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memdelete(tree);
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}
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}
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} // namespace TestTree
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#endif // TEST_TREE_H
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@ -133,6 +133,7 @@
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#include "tests/scene/test_color_picker.h"
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#include "tests/scene/test_graph_node.h"
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#include "tests/scene/test_text_edit.h"
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#include "tests/scene/test_tree.h"
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#endif // ADVANCED_GUI_DISABLED
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#ifndef _3D_DISABLED
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