Improve Tree performance

Added TreeItem::last_child to avoid needing to iterate through all children to get to the end.  This mainly helps in cases where one TreeItem has many children (1000s), and new children are added to the end, as each add had to iterate through all previously added children.
This commit is contained in:
aaronp64 2024-07-25 13:57:32 -04:00
parent e343dbbcc1
commit 040f241f39
4 changed files with 182 additions and 34 deletions

View File

@ -773,6 +773,9 @@ TreeItem *TreeItem::create_child(int p_index) {
TreeItem *item_prev = nullptr;
TreeItem *item_next = first_child;
if (p_index < 0 && last_child) {
item_prev = last_child;
} else {
int idx = 0;
while (item_next) {
if (idx == p_index) {
@ -785,6 +788,7 @@ TreeItem *TreeItem::create_child(int p_index) {
item_next = item_next->next;
idx++;
}
}
if (item_prev) {
item_prev->next = ti;
@ -804,6 +808,10 @@ TreeItem *TreeItem::create_child(int p_index) {
}
}
if (item_prev == last_child) {
last_child = ti;
}
ti->parent = this;
ti->parent_visible_in_tree = is_visible_in_tree();
@ -820,17 +828,13 @@ void TreeItem::add_child(TreeItem *p_item) {
p_item->parent_visible_in_tree = is_visible_in_tree();
p_item->_handle_visibility_changed(p_item->parent_visible_in_tree);
TreeItem *item_prev = first_child;
while (item_prev && item_prev->next) {
item_prev = item_prev->next;
}
if (item_prev) {
item_prev->next = p_item;
p_item->prev = item_prev;
if (last_child) {
last_child->next = p_item;
p_item->prev = last_child;
} else {
first_child = p_item;
}
last_child = p_item;
if (!children_cache.is_empty()) {
children_cache.append(p_item);
@ -910,13 +914,8 @@ TreeItem *TreeItem::_get_prev_in_tree(bool p_wrap, bool p_include_invisible) {
}
} else {
current = prev_item;
while ((!current->collapsed || p_include_invisible) && current->first_child) {
//go to the very end
current = current->first_child;
while (current->next) {
current = current->next;
}
while ((!current->collapsed || p_include_invisible) && current->last_child) {
current = current->last_child;
}
}
@ -1037,6 +1036,8 @@ void TreeItem::clear_children() {
}
first_child = nullptr;
last_child = nullptr;
children_cache.clear();
};
int TreeItem::get_index() {
@ -1141,6 +1142,7 @@ void TreeItem::move_after(TreeItem *p_item) {
if (next) {
parent->children_cache.clear();
} else {
parent->last_child = this;
// If the cache is empty, it has not been built but there
// are items in the tree (note p_item != nullptr,) so we cannot update it.
if (!parent->children_cache.is_empty()) {
@ -4468,15 +4470,8 @@ TreeItem *Tree::get_root() const {
TreeItem *Tree::get_last_item() const {
TreeItem *last = root;
while (last) {
if (last->next) {
last = last->next;
} else if (last->first_child && !last->collapsed) {
last = last->first_child;
} else {
break;
}
while (last && last->last_child && !last->collapsed) {
last = last->last_child;
}
return last;

View File

@ -136,6 +136,7 @@ private:
TreeItem *prev = nullptr; // previous in list
TreeItem *next = nullptr; // next in list
TreeItem *first_child = nullptr;
TreeItem *last_child = nullptr;
Vector<TreeItem *> children_cache;
bool is_root = false; // for tree root

151
tests/scene/test_tree.h Normal file
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@ -0,0 +1,151 @@
/**************************************************************************/
/* test_tree.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef TEST_TREE_H
#define TEST_TREE_H
#include "scene/gui/tree.h"
#include "tests/test_macros.h"
namespace TestTree {
TEST_CASE("[SceneTree][Tree]") {
SUBCASE("[Tree] Create and remove items.") {
Tree *tree = memnew(Tree);
TreeItem *root = tree->create_item();
TreeItem *child1 = tree->create_item();
CHECK_EQ(root->get_child_count(), 1);
TreeItem *child2 = tree->create_item(root);
CHECK_EQ(root->get_child_count(), 2);
TreeItem *child3 = tree->create_item(root, 0);
CHECK_EQ(root->get_child_count(), 3);
CHECK_EQ(root->get_child(0), child3);
CHECK_EQ(root->get_child(1), child1);
CHECK_EQ(root->get_child(2), child2);
root->remove_child(child3);
CHECK_EQ(root->get_child_count(), 2);
root->add_child(child3);
CHECK_EQ(root->get_child_count(), 3);
TreeItem *child4 = root->create_child();
CHECK_EQ(root->get_child_count(), 4);
CHECK_EQ(root->get_child(0), child1);
CHECK_EQ(root->get_child(1), child2);
CHECK_EQ(root->get_child(2), child3);
CHECK_EQ(root->get_child(3), child4);
memdelete(tree);
}
SUBCASE("[Tree] Clear items.") {
Tree *tree = memnew(Tree);
TreeItem *root = tree->create_item();
for (int i = 0; i < 10; i++) {
tree->create_item();
}
CHECK_EQ(root->get_child_count(), 10);
root->clear_children();
CHECK_EQ(root->get_child_count(), 0);
memdelete(tree);
}
SUBCASE("[Tree] Get last item.") {
Tree *tree = memnew(Tree);
TreeItem *root = tree->create_item();
TreeItem *last;
for (int i = 0; i < 10; i++) {
last = tree->create_item();
}
CHECK_EQ(root->get_child_count(), 10);
CHECK_EQ(tree->get_last_item(), last);
// Check nested.
TreeItem *old_last = last;
for (int i = 0; i < 10; i++) {
last = tree->create_item(old_last);
}
CHECK_EQ(tree->get_last_item(), last);
memdelete(tree);
}
SUBCASE("[Tree] Previous and Next items.") {
Tree *tree = memnew(Tree);
TreeItem *root = tree->create_item();
TreeItem *child1 = tree->create_item();
TreeItem *child2 = tree->create_item();
TreeItem *child3 = tree->create_item();
CHECK_EQ(child1->get_next(), child2);
CHECK_EQ(child1->get_next_in_tree(), child2);
CHECK_EQ(child2->get_next(), child3);
CHECK_EQ(child2->get_next_in_tree(), child3);
CHECK_EQ(child3->get_next(), nullptr);
CHECK_EQ(child3->get_next_in_tree(), nullptr);
CHECK_EQ(child1->get_prev(), nullptr);
CHECK_EQ(child1->get_prev_in_tree(), root);
CHECK_EQ(child2->get_prev(), child1);
CHECK_EQ(child2->get_prev_in_tree(), child1);
CHECK_EQ(child3->get_prev(), child2);
CHECK_EQ(child3->get_prev_in_tree(), child2);
TreeItem *nested1 = tree->create_item(child2);
TreeItem *nested2 = tree->create_item(child2);
TreeItem *nested3 = tree->create_item(child2);
CHECK_EQ(child1->get_next(), child2);
CHECK_EQ(child1->get_next_in_tree(), child2);
CHECK_EQ(child2->get_next(), child3);
CHECK_EQ(child2->get_next_in_tree(), nested1);
CHECK_EQ(child3->get_prev(), child2);
CHECK_EQ(child3->get_prev_in_tree(), nested3);
CHECK_EQ(nested1->get_prev_in_tree(), child2);
CHECK_EQ(nested1->get_next_in_tree(), nested2);
memdelete(tree);
}
}
} // namespace TestTree
#endif // TEST_TREE_H

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@ -133,6 +133,7 @@
#include "tests/scene/test_color_picker.h"
#include "tests/scene/test_graph_node.h"
#include "tests/scene/test_text_edit.h"
#include "tests/scene/test_tree.h"
#endif // ADVANCED_GUI_DISABLED
#ifndef _3D_DISABLED