diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-08-18 23:01:27 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2017-08-18 23:01:27 -0300 |
commit | bf1f83ed29a3cc2833a1ad7b5080b2d162ed0a88 (patch) | |
tree | 2720f70c8eaa12a67ec3031f57a53e8e53567f38 /scene | |
parent | fc89cf90b268dfb25e039ae248e3305bb593be41 (diff) |
Small fix that makes overal UI (including dragging spliiters) much, much faster.
Flushing messages meant that for every event, UI was reaccomodating everything. This is relly slow.
Messages will have to happen sometime later, during iteration most likely.
I still can't fix the overall code editor slowness on Mesa+Radeon, I suspect it's a driver issue.
Diffstat (limited to 'scene')
-rw-r--r-- | scene/main/scene_tree.cpp | 79 |
1 files changed, 2 insertions, 77 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp index 66eafa1070..2e67a1feaf 100644 --- a/scene/main/scene_tree.cpp +++ b/scene/main/scene_tree.cpp @@ -392,86 +392,11 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) { Ref<InputEvent> ev = p_event; ev->set_id(++last_id); //this should work better -#if 0 - switch(ev.type) { - - case InputEvent::MOUSE_BUTTON: { - - Matrix32 ai = root->get_final_transform().affine_inverse(); - Vector2 g = ai.xform(Vector2(ev.mouse_button.global_x,ev.mouse_button.global_y)); - Vector2 l = ai.xform(Vector2(ev->get_pos().x,ev->get_pos().y)); - ev->get_pos().x=l.x; - ev->get_pos().y=l.y; - ev.mouse_button.global_x=g.x; - ev.mouse_button.global_y=g.y; - - } break; - case InputEvent::MOUSE_MOTION: { - - Matrix32 ai = root->get_final_transform().affine_inverse(); - Vector2 g = ai.xform(Vector2(ev.mouse_motion.global_x,ev.mouse_motion.global_y)); - Vector2 l = ai.xform(Vector2(ev.mouse_motion.x,ev.mouse_motion.y)); - Vector2 r = ai.xform(Vector2(ev->get_relative().x,ev->get_relative().y)); - ev.mouse_motion.x=l.x; - ev.mouse_motion.y=l.y; - ev.mouse_motion.global_x=g.x; - ev.mouse_motion.global_y=g.y; - ev->get_relative().x=r.x; - ev->get_relative().y=r.y; - - } break; - case InputEvent::SCREEN_TOUCH: { - - Matrix32 ai = root->get_final_transform().affine_inverse(); - Vector2 t = ai.xform(Vector2(ev.screen_touch.x,ev.screen_touch.y)); - ev.screen_touch.x=t.x; - ev.screen_touch.y=t.y; - - } break; - case InputEvent::SCREEN_DRAG: { - - Matrix32 ai = root->get_final_transform().affine_inverse(); - Vector2 t = ai.xform(Vector2(ev.screen_drag.x,ev.screen_drag.y)); - Vector2 r = ai.xform(Vector2(ev.screen_drag.relative_x,ev.screen_drag.relative_y)); - Vector2 s = ai.xform(Vector2(ev.screen_drag.speed_x,ev.screen_drag.speed_y)); - ev.screen_drag.x=t.x; - ev.screen_drag.y=t.y; - ev.screen_drag.relative_x=r.x; - ev.screen_drag.relative_y=r.y; - ev.screen_drag.speed_x=s.x; - ev.screen_drag.speed_y=s.y; - } break; - } - -#endif MainLoop::input_event(ev); -#if 0 - _call_input_pause("input","_input",ev); - - call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"_gui_input","_gui_input",p_event); //special one for GUI, as controls use their own process check - - //call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"input","_input",ev); - - /* - if (ev.type==InputEvent::KEY && ev->is_pressed() && !ev->is_echo() && ev->get_scancode()==KEY_F12) { - - print_line("RAM: "+itos(Memory::get_static_mem_usage())); - print_line("DRAM: "+itos(Memory::get_dynamic_mem_usage())); - } - if (ev.type==InputEvent::KEY && ev->is_pressed() && !ev->is_echo() && ev->get_scancode()==KEY_F11) { - - Memory::dump_static_mem_to_file("memdump.txt"); - } - */ - - //transform for the rest -#else call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check -#endif - if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) { //quit from game window using F8 Ref<InputEventKey> k = ev; @@ -482,7 +407,7 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) { _flush_ugc(); root_lock--; - MessageQueue::get_singleton()->flush(); //small little hack + //MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness root_lock++; @@ -503,7 +428,7 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) { input_handled = true; _flush_ugc(); root_lock--; - MessageQueue::get_singleton()->flush(); //small little hack + //MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness } else { input_handled = true; root_lock--; |