Speed up deletion in large trees via the Scene Tree Dock
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@ -770,20 +770,24 @@ void SceneTreeEditor::_node_script_changed(Node *p_node) {
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void SceneTreeEditor::_move_node_children(HashMap<Node *, CachedNode>::Iterator &p_I) {
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TreeItem *item = p_I->value.item;
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TreeItem *previous_item = nullptr;
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Node *node = p_I->key;
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int cc = node->get_child_count(false);
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for (int i = 0; i < cc; i++) {
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HashMap<Node *, CachedNode>::Iterator CI = node_cache.get(node->get_child(i, false));
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if (CI) {
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_move_node_item(item, CI);
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_move_node_item(item, CI, previous_item);
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previous_item = CI->value.item;
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} else {
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previous_item = nullptr;
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}
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}
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p_I->value.has_moved_children = false;
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}
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void SceneTreeEditor::_move_node_item(TreeItem *p_parent, HashMap<Node *, CachedNode>::Iterator &p_I) {
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void SceneTreeEditor::_move_node_item(TreeItem *p_parent, HashMap<Node *, CachedNode>::Iterator &p_I, TreeItem *p_correct_prev) {
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if (!p_parent) {
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return;
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}
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@ -806,13 +810,19 @@ void SceneTreeEditor::_move_node_item(TreeItem *p_parent, HashMap<Node *, Cached
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}
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if (p_I->value.index != current_node_index) {
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// If we just re-parented we know our index.
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if (current_item_index == -1) {
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current_item_index = item->get_index();
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bool already_in_correct_location;
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if (current_item_index >= 0) {
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// If we just re-parented we know our index.
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already_in_correct_location = current_item_index == current_node_index;
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} else if (p_correct_prev) {
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// It's cheaper to check if we're set up correctly by checking via correct_prev if we can
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already_in_correct_location = item->get_prev() == p_correct_prev;
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} else {
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already_in_correct_location = item->get_index() == current_node_index;
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}
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// Are we already in the right place?
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if (current_node_index == current_item_index) {
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if (already_in_correct_location) {
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p_I->value.index = current_node_index;
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return;
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}
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@ -820,11 +830,14 @@ void SceneTreeEditor::_move_node_item(TreeItem *p_parent, HashMap<Node *, Cached
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// Are we the first node?
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if (current_node_index == 0) {
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// There has to be at least 1 other node, otherwise we would not have gotten here.
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TreeItem *neighbor_item = p_parent->get_child(0);
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TreeItem *neighbor_item = p_parent->get_first_child();
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item->move_before(neighbor_item);
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} else {
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TreeItem *neighbor_item = p_parent->get_child(CLAMP(current_node_index - 1, 0, p_parent->get_child_count() - 1));
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item->move_after(neighbor_item);
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TreeItem *prev_item = p_correct_prev;
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if (!prev_item) {
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prev_item = p_parent->get_child(CLAMP(current_node_index - 1, 0, p_parent->get_child_count() - 1));
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}
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item->move_after(prev_item);
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}
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p_I->value.index = current_node_index;
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@ -152,7 +152,7 @@ class SceneTreeEditor : public Control {
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void _tree_process_mode_changed();
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void _move_node_children(HashMap<Node *, CachedNode>::Iterator &p_I);
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void _move_node_item(TreeItem *p_parent, HashMap<Node *, CachedNode>::Iterator &p_I);
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void _move_node_item(TreeItem *p_parent, HashMap<Node *, CachedNode>::Iterator &p_I, TreeItem *p_correct_prev = nullptr);
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void _node_child_order_changed(Node *p_node);
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void _node_editor_state_changed(Node *p_node);
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@ -895,7 +895,7 @@ TreeItem *TreeItem::create_child(int p_index) {
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} else {
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int idx = 0;
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if (!children_cache.is_empty()) {
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idx = MIN(children_cache.size() - 1, p_index);
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idx = MIN(int(children_cache.size()) - 1, p_index);
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item_next = children_cache[idx];
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item_prev = item_next->prev;
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}
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@ -920,7 +920,7 @@ TreeItem *TreeItem::create_child(int p_index) {
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if (ti->next) {
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children_cache.insert(p_index, ti);
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} else {
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children_cache.append(ti);
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children_cache.push_back(ti);
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}
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}
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} else {
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@ -957,7 +957,7 @@ void TreeItem::add_child(TreeItem *p_item) {
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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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children_cache.push_back(p_item);
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}
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validate_cache();
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@ -1111,15 +1111,15 @@ TreeItem *TreeItem::get_child(int p_index) {
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if (p_index < 0) {
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p_index += children_cache.size();
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}
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ERR_FAIL_INDEX_V(p_index, children_cache.size(), nullptr);
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ERR_FAIL_INDEX_V(p_index, (int)children_cache.size(), nullptr);
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return children_cache.get(p_index);
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return children_cache[p_index];
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}
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int TreeItem::get_visible_child_count() {
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_create_children_cache();
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int visible_count = 0;
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for (int i = 0; i < children_cache.size(); i++) {
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for (uint32_t i = 0; i < children_cache.size(); i++) {
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if (children_cache[i]->is_visible()) {
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visible_count += 1;
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}
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@ -1175,7 +1175,7 @@ void TreeItem::validate_cache() const {
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return;
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}
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TreeItem *scan = parent->first_child;
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int index = 0;
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uint32_t index = 0;
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while (scan) {
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DEV_ASSERT(parent->children_cache[index] == scan);
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++index;
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@ -1265,7 +1265,7 @@ void TreeItem::move_after(TreeItem *p_item) {
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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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parent->children_cache.append(this);
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parent->children_cache.push_back(this);
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}
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}
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@ -150,7 +150,7 @@ private:
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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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LocalVector<TreeItem *> children_cache;
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bool is_root = false; // For tree root.
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Tree *tree = nullptr; // Tree (for reference).
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@ -169,7 +169,7 @@ private:
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if (children_cache.is_empty()) {
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TreeItem *c = first_child;
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while (c) {
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children_cache.append(c);
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children_cache.push_back(c);
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c = c->next;
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}
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}
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@ -201,7 +201,7 @@ private:
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}
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if (parent) {
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if (!parent->children_cache.is_empty()) {
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parent->children_cache.remove_at(get_index());
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parent->children_cache.erase(this);
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}
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if (parent->first_child == this) {
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parent->first_child = next;
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