Godot UI is quick and snappy again!
Changed linked listed sort to use auxiliary memory this fixes user interface performance issues.
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parent
2d4cec0cb6
commit
4333aa240c
2 changed files with 56 additions and 2 deletions
56
core/list.h
56
core/list.h
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@ -30,7 +30,7 @@
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#define GLOBALS_LIST_H
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#include "os/memory.h"
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#include "sort.h"
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/**
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* Generic Templatized Linked List Implementation.
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@ -551,7 +551,7 @@ public:
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}
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template<class C>
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void sort_custom() {
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void sort_custom_inplace() {
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if(size()<2)
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return;
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@ -603,6 +603,58 @@ public:
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_data->last=to;
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}
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template<class C>
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struct AuxiliaryComparator {
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C compare;
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_FORCE_INLINE_ bool operator()(const Element *A,const Element* B) const {
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return compare(A->value,B->value);
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}
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};
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template<class C>
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void sort_custom() {
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//this version uses auxiliary memory for speed.
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//if you don't want to use auxiliary memory, use the in_place version
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int s = size();
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if(s<2)
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return;
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Element **aux_buffer = memnew_arr(Element*,s);
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int idx=0;
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for(Element *E=front();E;E=E->next_ptr) {
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aux_buffer[idx]=E;
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idx++;
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}
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SortArray<Element*,AuxiliaryComparator<C> > sort;
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sort.sort(aux_buffer,s);
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_data->first=aux_buffer[0];
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aux_buffer[0]->prev_ptr=NULL;
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aux_buffer[0]->next_ptr=aux_buffer[1];
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_data->last=aux_buffer[s-1];
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aux_buffer[s-1]->prev_ptr=aux_buffer[s-2];
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aux_buffer[s-1]->next_ptr=NULL;
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for(int i=1;i<s-1;i++) {
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aux_buffer[i]->prev_ptr=aux_buffer[i-1];
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aux_buffer[i]->next_ptr=aux_buffer[i+1];
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}
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memdelete_arr(aux_buffer);
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}
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/**
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* copy constructor for the list
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*/
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@ -2267,8 +2267,10 @@ void Control::_window_sort_subwindows() {
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if (!window->subwindow_order_dirty)
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return;
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window->modal_stack.sort_custom<CComparator>();
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window->subwindows.sort_custom<CComparator>();
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window->subwindow_order_dirty=false;
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}
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