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Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
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@@ -289,7 +289,7 @@ void TileMapEditor::_pick_tile(const Point2& p_pos) {
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canvas_item_editor->update();
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}
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DVector<Vector2> TileMapEditor::_bucket_fill(const Point2i& p_start, bool erase, bool preview) {
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PoolVector<Vector2> TileMapEditor::_bucket_fill(const Point2i& p_start, bool erase, bool preview) {
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int prev_id = node->get_cell(p_start.x, p_start.y);
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int id = TileMap::INVALID_CELL;
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@@ -297,7 +297,7 @@ DVector<Vector2> TileMapEditor::_bucket_fill(const Point2i& p_start, bool erase,
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id = get_selected_tile();
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if (id == TileMap::INVALID_CELL)
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return DVector<Vector2>();
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return PoolVector<Vector2>();
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}
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Rect2i r = node->get_item_rect();
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@@ -324,7 +324,7 @@ DVector<Vector2> TileMapEditor::_bucket_fill(const Point2i& p_start, bool erase,
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if(invalidate_cache) {
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for(int i = 0; i < area; ++i)
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bucket_cache_visited[i] = false;
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bucket_cache = DVector<Vector2>();
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bucket_cache = PoolVector<Vector2>();
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bucket_cache_tile = prev_id;
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bucket_cache_rect = r;
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}
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@@ -333,7 +333,7 @@ DVector<Vector2> TileMapEditor::_bucket_fill(const Point2i& p_start, bool erase,
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}
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}
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DVector<Vector2> points;
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PoolVector<Vector2> points;
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List<Point2i> queue;
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queue.push_back(p_start);
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@@ -370,10 +370,10 @@ DVector<Vector2> TileMapEditor::_bucket_fill(const Point2i& p_start, bool erase,
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return preview ? bucket_cache : points;
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}
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void TileMapEditor::_fill_points(const DVector<Vector2> p_points, const Dictionary& p_op) {
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void TileMapEditor::_fill_points(const PoolVector<Vector2> p_points, const Dictionary& p_op) {
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int len = p_points.size();
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DVector<Vector2>::Read pr = p_points.read();
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PoolVector<Vector2>::Read pr = p_points.read();
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int id = p_op["id"];
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bool xf = p_op["flip_h"];
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@@ -386,10 +386,10 @@ void TileMapEditor::_fill_points(const DVector<Vector2> p_points, const Dictiona
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}
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}
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void TileMapEditor::_erase_points(const DVector<Vector2> p_points) {
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void TileMapEditor::_erase_points(const PoolVector<Vector2> p_points) {
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int len = p_points.size();
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DVector<Vector2>::Read pr = p_points.read();
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PoolVector<Vector2>::Read pr = p_points.read();
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for (int i=0;i<len;i++) {
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@@ -507,8 +507,8 @@ void TileMapEditor::_draw_cell(int p_cell, const Point2i& p_point, bool p_flip_h
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void TileMapEditor::_draw_fill_preview(int p_cell, const Point2i& p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Matrix32& p_xform) {
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DVector<Vector2> points = _bucket_fill(p_point, false, true);
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DVector<Vector2>::Read pr = points.read();
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PoolVector<Vector2> points = _bucket_fill(p_point, false, true);
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PoolVector<Vector2>::Read pr = points.read();
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int len = points.size();
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int time_after = OS::get_singleton()->get_ticks_msec();
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@@ -748,7 +748,7 @@ bool TileMapEditor::forward_input_event(const InputEvent& p_event) {
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pop["flip_v"] = node->is_cell_y_flipped(over_tile.x, over_tile.y);
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pop["transpose"] = node->is_cell_transposed(over_tile.x, over_tile.y);
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DVector<Vector2> points = _bucket_fill(over_tile);
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PoolVector<Vector2> points = _bucket_fill(over_tile);
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if (points.size() == 0)
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return false;
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@@ -854,7 +854,7 @@ bool TileMapEditor::forward_input_event(const InputEvent& p_event) {
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pop["flip_v"] = node->is_cell_y_flipped(over_tile.x, over_tile.y);
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pop["transpose"] = node->is_cell_transposed(over_tile.x, over_tile.y);
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DVector<Vector2> points = _bucket_fill(over_tile, true);
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PoolVector<Vector2> points = _bucket_fill(over_tile, true);
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if (points.size() == 0)
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return false;
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