Add a new HashMap implementation

Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
This commit is contained in:
reduz
2022-05-08 10:09:19 +02:00
committed by Rémi Verschelde
parent 9b7e16a6b8
commit 8b7c7f5a75
95 changed files with 1434 additions and 1874 deletions

View File

@@ -248,11 +248,11 @@ void EditorSettingsDialog::_update_shortcut_events(const String &p_path, const A
undo_redo->commit_action();
}
Array EditorSettingsDialog::_event_list_to_array_helper(List<Ref<InputEvent>> &p_events) {
Array EditorSettingsDialog::_event_list_to_array_helper(const List<Ref<InputEvent>> &p_events) {
Array events;
// Convert the list to an array, and only keep key events as this is for the editor.
for (List<Ref<InputEvent>>::Element *E = p_events.front(); E; E = E->next()) {
for (const List<Ref<InputEvent>>::Element *E = p_events.front(); E; E = E->next()) {
Ref<InputEventKey> k = E->get();
if (k.is_valid()) {
events.append(E->get());
@@ -374,10 +374,9 @@ void EditorSettingsDialog::_update_shortcuts() {
common_section->set_custom_bg_color(1, shortcuts->get_theme_color(SNAME("prop_subsection"), SNAME("Editor")));
// Get the action map for the editor, and add each item to the "Common" section.
OrderedHashMap<StringName, InputMap::Action> action_map = InputMap::get_singleton()->get_action_map();
for (OrderedHashMap<StringName, InputMap::Action>::Element E = action_map.front(); E; E = E.next()) {
String action_name = E.key();
InputMap::Action action = E.get();
for (const KeyValue<StringName, InputMap::Action> &E : InputMap::get_singleton()->get_action_map()) {
const String &action_name = E.key;
const InputMap::Action &action = E.value;
Array events; // Need to get the list of events into an array so it can be set as metadata on the item.
Vector<String> event_strings;
@@ -387,10 +386,10 @@ void EditorSettingsDialog::_update_shortcuts() {
continue;
}
List<Ref<InputEvent>> all_default_events = InputMap::get_singleton()->get_builtins_with_feature_overrides_applied().find(action_name).value();
const List<Ref<InputEvent>> &all_default_events = InputMap::get_singleton()->get_builtins_with_feature_overrides_applied().find(action_name)->value;
List<Ref<InputEventKey>> key_default_events;
// Remove all non-key events from the defaults. Only check keys, since we are in the editor.
for (List<Ref<InputEvent>>::Element *I = all_default_events.front(); I; I = I->next()) {
for (const List<Ref<InputEvent>>::Element *I = all_default_events.front(); I; I = I->next()) {
Ref<InputEventKey> k = I->get();
if (k.is_valid()) {
key_default_events.push_back(k);