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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!
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587 changed files with 3707 additions and 3538 deletions
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@ -324,7 +324,7 @@ void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
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}
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void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
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links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, Map<int, InputPort>(), Map<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
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links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, HashMap<int, InputPort>(), HashMap<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
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}
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void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
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@ -1359,7 +1359,7 @@ void VisualShaderEditor::_update_options_menu() {
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static bool low_driver = ProjectSettings::get_singleton()->get("rendering/driver/driver_name") == "opengl3";
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Map<String, TreeItem *> folders;
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HashMap<String, TreeItem *> folders;
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int current_func = -1;
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@ -1659,7 +1659,7 @@ void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
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}
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}
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void VisualShaderEditor::_update_uniform_refs(Set<String> &p_deleted_names) {
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void VisualShaderEditor::_update_uniform_refs(RBSet<String> &p_deleted_names) {
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for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
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VisualShader::Type type = VisualShader::Type(i);
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@ -2277,7 +2277,7 @@ void VisualShaderEditor::_uniform_line_edit_changed(const String &p_text, int p_
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undo_redo->add_do_method(this, "_update_uniforms", true);
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undo_redo->add_undo_method(this, "_update_uniforms", true);
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Set<String> changed_names;
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RBSet<String> changed_names;
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changed_names.insert(node->get_uniform_name());
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_update_uniform_refs(changed_names);
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@ -3097,7 +3097,7 @@ void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
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}
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}
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Set<String> uniform_names;
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RBSet<String> uniform_names;
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for (const int &F : p_nodes) {
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Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
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@ -3201,10 +3201,10 @@ void VisualShaderEditor::_convert_constants_to_uniforms(bool p_vice_versa) {
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undo_redo->create_action(TTR("Convert Uniform Node(s) To Constant(s)"));
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}
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const Set<int> ¤t_set = p_vice_versa ? selected_uniforms : selected_constants;
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Set<String> deleted_names;
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const RBSet<int> ¤t_set = p_vice_versa ? selected_uniforms : selected_constants;
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RBSet<String> deleted_names;
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for (Set<int>::Element *E = current_set.front(); E; E = E->next()) {
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for (RBSet<int>::Element *E = current_set.front(); E; E = E->next()) {
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int node_id = E->get();
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Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
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bool caught = false;
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@ -3771,7 +3771,7 @@ void VisualShaderEditor::_dup_copy_nodes(int p_type, List<CopyItem> &r_items, Li
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selection_center.x = 0.0f;
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selection_center.y = 0.0f;
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Set<int> nodes;
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RBSet<int> nodes;
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for (int i = 0; i < graph->get_child_count(); i++) {
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GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
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@ -3850,9 +3850,9 @@ void VisualShaderEditor::_dup_paste_nodes(int p_type, List<CopyItem> &r_items, c
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int base_id = visual_shader->get_valid_node_id(type);
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int id_from = base_id;
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Map<int, int> connection_remap;
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Set<int> unsupported_set;
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Set<int> added_set;
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HashMap<int, int> connection_remap;
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RBSet<int> unsupported_set;
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RBSet<int> added_set;
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for (CopyItem &item : r_items) {
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if (item.disabled) {
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@ -5938,7 +5938,7 @@ public:
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}
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}
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void setup(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const Map<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
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void setup(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const HashMap<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
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parent_resource = p_parent_resource;
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updating = false;
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node = p_node;
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