Optimize StringName usage

* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
This commit is contained in:
reduz 2021-07-17 18:22:52 -03:00
parent b76dfde329
commit 6631f66c2a
236 changed files with 3694 additions and 3670 deletions

View file

@ -55,10 +55,10 @@ void MeshEditor::_notification(int p_what) {
if (first_enter) {
//it's in propertyeditor so. could be moved around
light_1_switch->set_normal_texture(get_theme_icon("MaterialPreviewLight1", "EditorIcons"));
light_1_switch->set_pressed_texture(get_theme_icon("MaterialPreviewLight1Off", "EditorIcons"));
light_2_switch->set_normal_texture(get_theme_icon("MaterialPreviewLight2", "EditorIcons"));
light_2_switch->set_pressed_texture(get_theme_icon("MaterialPreviewLight2Off", "EditorIcons"));
light_1_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight1"), SNAME("EditorIcons")));
light_1_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight1Off"), SNAME("EditorIcons")));
light_2_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight2"), SNAME("EditorIcons")));
light_2_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight2Off"), SNAME("EditorIcons")));
first_enter = false;
}
}