Godot UI is quick and snappy again!

Changed linked listed sort to use auxiliary memory
this fixes user interface performance issues.
This commit is contained in:
Juan Linietsky 2015-02-15 12:38:25 -03:00
parent 2d4cec0cb6
commit 4333aa240c
2 changed files with 56 additions and 2 deletions

View file

@ -30,7 +30,7 @@
#define GLOBALS_LIST_H
#include "os/memory.h"
#include "sort.h"
/**
* Generic Templatized Linked List Implementation.
@ -551,7 +551,7 @@ public:
}
template<class C>
void sort_custom() {
void sort_custom_inplace() {
if(size()<2)
return;
@ -603,6 +603,58 @@ public:
_data->last=to;
}
template<class C>
struct AuxiliaryComparator {
C compare;
_FORCE_INLINE_ bool operator()(const Element *A,const Element* B) const {
return compare(A->value,B->value);
}
};
template<class C>
void sort_custom() {
//this version uses auxiliary memory for speed.
//if you don't want to use auxiliary memory, use the in_place version
int s = size();
if(s<2)
return;
Element **aux_buffer = memnew_arr(Element*,s);
int idx=0;
for(Element *E=front();E;E=E->next_ptr) {
aux_buffer[idx]=E;
idx++;
}
SortArray<Element*,AuxiliaryComparator<C> > sort;
sort.sort(aux_buffer,s);
_data->first=aux_buffer[0];
aux_buffer[0]->prev_ptr=NULL;
aux_buffer[0]->next_ptr=aux_buffer[1];
_data->last=aux_buffer[s-1];
aux_buffer[s-1]->prev_ptr=aux_buffer[s-2];
aux_buffer[s-1]->next_ptr=NULL;
for(int i=1;i<s-1;i++) {
aux_buffer[i]->prev_ptr=aux_buffer[i-1];
aux_buffer[i]->next_ptr=aux_buffer[i+1];
}
memdelete_arr(aux_buffer);
}
/**
* copy constructor for the list
*/

View file

@ -2267,8 +2267,10 @@ void Control::_window_sort_subwindows() {
if (!window->subwindow_order_dirty)
return;
window->modal_stack.sort_custom<CComparator>();
window->subwindows.sort_custom<CComparator>();
window->subwindow_order_dirty=false;
}