Small fix that makes overal UI (including dragging spliiters) much, much faster.
Flushing messages meant that for every event, UI was reaccomodating everything. This is relly slow. Messages will have to happen sometime later, during iteration most likely. I still can't fix the overall code editor slowness on Mesa+Radeon, I suspect it's a driver issue.
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1 changed files with 2 additions and 77 deletions
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@ -392,86 +392,11 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
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Ref<InputEvent> ev = p_event;
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ev->set_id(++last_id); //this should work better
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#if 0
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switch(ev.type) {
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case InputEvent::MOUSE_BUTTON: {
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Matrix32 ai = root->get_final_transform().affine_inverse();
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Vector2 g = ai.xform(Vector2(ev.mouse_button.global_x,ev.mouse_button.global_y));
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Vector2 l = ai.xform(Vector2(ev->get_pos().x,ev->get_pos().y));
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ev->get_pos().x=l.x;
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ev->get_pos().y=l.y;
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ev.mouse_button.global_x=g.x;
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ev.mouse_button.global_y=g.y;
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} break;
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case InputEvent::MOUSE_MOTION: {
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Matrix32 ai = root->get_final_transform().affine_inverse();
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Vector2 g = ai.xform(Vector2(ev.mouse_motion.global_x,ev.mouse_motion.global_y));
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Vector2 l = ai.xform(Vector2(ev.mouse_motion.x,ev.mouse_motion.y));
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Vector2 r = ai.xform(Vector2(ev->get_relative().x,ev->get_relative().y));
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ev.mouse_motion.x=l.x;
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ev.mouse_motion.y=l.y;
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ev.mouse_motion.global_x=g.x;
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ev.mouse_motion.global_y=g.y;
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ev->get_relative().x=r.x;
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ev->get_relative().y=r.y;
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} break;
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case InputEvent::SCREEN_TOUCH: {
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Matrix32 ai = root->get_final_transform().affine_inverse();
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Vector2 t = ai.xform(Vector2(ev.screen_touch.x,ev.screen_touch.y));
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ev.screen_touch.x=t.x;
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ev.screen_touch.y=t.y;
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} break;
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case InputEvent::SCREEN_DRAG: {
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Matrix32 ai = root->get_final_transform().affine_inverse();
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Vector2 t = ai.xform(Vector2(ev.screen_drag.x,ev.screen_drag.y));
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Vector2 r = ai.xform(Vector2(ev.screen_drag.relative_x,ev.screen_drag.relative_y));
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Vector2 s = ai.xform(Vector2(ev.screen_drag.speed_x,ev.screen_drag.speed_y));
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ev.screen_drag.x=t.x;
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ev.screen_drag.y=t.y;
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ev.screen_drag.relative_x=r.x;
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ev.screen_drag.relative_y=r.y;
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ev.screen_drag.speed_x=s.x;
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ev.screen_drag.speed_y=s.y;
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} break;
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}
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#endif
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MainLoop::input_event(ev);
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#if 0
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_call_input_pause("input","_input",ev);
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call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"_gui_input","_gui_input",p_event); //special one for GUI, as controls use their own process check
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//call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"input","_input",ev);
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/*
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if (ev.type==InputEvent::KEY && ev->is_pressed() && !ev->is_echo() && ev->get_scancode()==KEY_F12) {
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print_line("RAM: "+itos(Memory::get_static_mem_usage()));
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print_line("DRAM: "+itos(Memory::get_dynamic_mem_usage()));
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}
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if (ev.type==InputEvent::KEY && ev->is_pressed() && !ev->is_echo() && ev->get_scancode()==KEY_F11) {
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Memory::dump_static_mem_to_file("memdump.txt");
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}
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*/
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//transform for the rest
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#else
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
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#endif
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if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
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//quit from game window using F8
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Ref<InputEventKey> k = ev;
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@ -482,7 +407,7 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
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_flush_ugc();
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root_lock--;
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MessageQueue::get_singleton()->flush(); //small little hack
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//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
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root_lock++;
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@ -503,7 +428,7 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
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input_handled = true;
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_flush_ugc();
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root_lock--;
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MessageQueue::get_singleton()->flush(); //small little hack
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//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
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} else {
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input_handled = true;
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root_lock--;
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