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mirror of https://github.com/godotengine/godot.git synced 2025-11-22 15:06:45 +00:00

Replace most uses of Map by HashMap

* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
This commit is contained in:
reduz
2022-05-13 15:04:37 +02:00
committed by Rémi Verschelde
parent 396def9b66
commit 746dddc067
587 changed files with 3707 additions and 3538 deletions

View File

@@ -129,32 +129,32 @@ void SceneTree::node_renamed(Node *p_node) {
}
SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
E = group_map.insert(p_group, Group());
}
ERR_FAIL_COND_V_MSG(E->get().nodes.has(p_node), &E->get(), "Already in group: " + p_group + ".");
E->get().nodes.push_back(p_node);
//E->get().last_tree_version=0;
E->get().changed = true;
return &E->get();
ERR_FAIL_COND_V_MSG(E->value.nodes.has(p_node), &E->value, "Already in group: " + p_group + ".");
E->value.nodes.push_back(p_node);
//E->value.last_tree_version=0;
E->value.changed = true;
return &E->value;
}
void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
ERR_FAIL_COND(!E);
E->get().nodes.erase(p_node);
if (E->get().nodes.is_empty()) {
group_map.erase(E);
E->value.nodes.erase(p_node);
if (E->value.nodes.is_empty()) {
group_map.remove(E);
}
}
void SceneTree::make_group_changed(const StringName &p_group) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (E) {
E->get().changed = true;
E->value.changed = true;
}
}
@@ -173,17 +173,17 @@ void SceneTree::_flush_ugc() {
ugc_locked = true;
while (unique_group_calls.size()) {
Map<UGCall, Vector<Variant>>::Element *E = unique_group_calls.front();
HashMap<UGCall, Vector<Variant>, UGCall>::Iterator E = unique_group_calls.begin();
const Variant **argptrs = (const Variant **)alloca(E->get().size() * sizeof(Variant *));
const Variant **argptrs = (const Variant **)alloca(E->value.size() * sizeof(Variant *));
for (int i = 0; i < E->get().size(); i++) {
argptrs[i] = &E->get()[i];
for (int i = 0; i < E->value.size(); i++) {
argptrs[i] = &E->value[i];
}
call_group_flagsp(GROUP_CALL_DEFAULT, E->key().group, E->key().call, argptrs, E->get().size());
call_group_flagsp(GROUP_CALL_DEFAULT, E->key.group, E->key.call, argptrs, E->value.size());
unique_group_calls.erase(E);
unique_group_calls.remove(E);
}
ugc_locked = false;
@@ -211,11 +211,11 @@ void SceneTree::_update_group_order(Group &g, bool p_use_priority) {
}
void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, const Variant **p_args, int p_argcount) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
Group &g = E->value;
if (g.nodes.is_empty()) {
return;
}
@@ -284,11 +284,11 @@ void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_gro
}
void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
Group &g = E->value;
if (g.nodes.is_empty()) {
return;
}
@@ -335,11 +335,11 @@ void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_gr
}
void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
Group &g = E->value;
if (g.nodes.is_empty()) {
return;
}
@@ -818,11 +818,11 @@ bool SceneTree::is_paused() const {
}
void SceneTree::_notify_group_pause(const StringName &p_group, int p_notification) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
Group &g = E->value;
if (g.nodes.is_empty()) {
return;
}
@@ -862,11 +862,11 @@ void SceneTree::_notify_group_pause(const StringName &p_group, int p_notificatio
}
void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_call_type, const Ref<InputEvent> &p_input, Viewport *p_viewport) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
Group &g = E->value;
if (g.nodes.is_empty()) {
return;
}
@@ -952,20 +952,20 @@ int64_t SceneTree::get_frame() const {
Array SceneTree::_get_nodes_in_group(const StringName &p_group) {
Array ret;
Map<StringName, Group>::Element *E = group_map.find(p_group);
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return ret;
}
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
_update_group_order(E->value); //update order just in case
int nc = E->value.nodes.size();
if (nc == 0) {
return ret;
}
ret.resize(nc);
Node **ptr = E->get().nodes.ptrw();
Node **ptr = E->value.nodes.ptrw();
for (int i = 0; i < nc; i++) {
ret[i] = ptr[i];
}
@@ -978,32 +978,32 @@ bool SceneTree::has_group(const StringName &p_identifier) const {
}
Node *SceneTree::get_first_node_in_group(const StringName &p_group) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return nullptr; // No group.
}
_update_group_order(E->get()); // Update order just in case.
_update_group_order(E->value); // Update order just in case.
if (E->get().nodes.is_empty()) {
if (E->value.nodes.is_empty()) {
return nullptr;
}
return E->get().nodes[0];
return E->value.nodes[0];
}
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
_update_group_order(E->value); //update order just in case
int nc = E->value.nodes.size();
if (nc == 0) {
return;
}
Node **ptr = E->get().nodes.ptrw();
Node **ptr = E->value.nodes.ptrw();
for (int i = 0; i < nc; i++) {
p_list->push_back(ptr[i]);
}