mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-12-25 09:49:23 +01:00
Removed LINQ Any and All usage in various methods to improve memory usage
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parent
374d936be2
commit
abac738123
9 changed files with 111 additions and 23 deletions
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@ -13,8 +13,9 @@ Additions
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Improvements
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- Improved NinePatch memory performance
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- Moved sound-related classes into Sound namespace
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- Added customizable overloads for Keybind, Combination and GenericInput ToString methods
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- Added customizable overloads for Keybind, Combination and GenericInput ToString methods
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- Added ColorExtensions.Invert and made ColorHelper.Invert obsolete
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- Removed LINQ Any and All usage in various methods to improve memory usage
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Fixes
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- Set default values for InputHandler held and pressed keys to avoid an exception if buttons are held in the very first frame
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@ -23,6 +24,9 @@ Fixes
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Additions
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- Added a masking character to TextField to allow for password-style text fields
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Improvements
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- Removed LINQ Any and All usage in various methods to improve memory usage
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Fixes
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- Fixed a crash if a paragraph has a link formatting code, but no font
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@ -118,8 +118,10 @@ namespace MLEM.Data {
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if (dict.ContainsKey(value))
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throw new ArgumentException($"Duplicate value {value}", nameof(value));
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if (dict.Values.Any(v => v.name == name))
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throw new ArgumentException($"Duplicate name {name}", nameof(name));
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foreach (var v in dict.Values) {
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if (v.name == name)
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throw new ArgumentException($"Duplicate name {name}", nameof(name));
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}
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var ret = Construct(typeof(T), name, value);
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dict.Add(value, ret);
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@ -72,7 +72,15 @@ namespace MLEM.Extended.Tiled {
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/// <param name="included">A function that determines if a certain info should be included or not</param>
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/// <returns>An enumerable of collision infos for that area</returns>
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public IEnumerable<TileCollisionInfo> GetCollidingTiles(RectangleF area, Func<TileCollisionInfo, bool> included = null) {
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var inclusionFunc = included ?? (tile => tile.Collisions.Any(c => c.Intersects(area)));
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bool DefaultInclusion(TileCollisionInfo tile) {
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foreach (var c in tile.Collisions) {
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if (c.Intersects(area))
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return true;
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}
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return false;
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}
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var inclusionFunc = included ?? DefaultInclusion;
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var minX = Math.Max(0, area.Left.Floor());
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var maxX = Math.Min(this.map.Width - 1, area.Right.Floor());
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var minY = Math.Max(0, area.Top.Floor());
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@ -24,19 +24,43 @@ namespace MLEM.Ui.Elements {
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/// <summary>
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/// A <see cref="Rule"/> that allows any visible character and spaces
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/// </summary>
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public static readonly Rule DefaultRule = (field, add) => !add.Any(char.IsControl);
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public static readonly Rule DefaultRule = (field, add) => {
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foreach (var c in add) {
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if (char.IsControl(c))
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return false;
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}
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return true;
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};
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/// <summary>
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/// A <see cref="Rule"/> that only allows letters
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/// </summary>
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public static readonly Rule OnlyLetters = (field, add) => add.All(char.IsLetter);
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public static readonly Rule OnlyLetters = (field, add) => {
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foreach (var c in add) {
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if (!char.IsLetter(c))
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return false;
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}
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return true;
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};
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/// <summary>
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/// A <see cref="Rule"/> that only allows numerals
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/// </summary>
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public static readonly Rule OnlyNumbers = (field, add) => add.All(char.IsNumber);
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public static readonly Rule OnlyNumbers = (field, add) => {
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foreach (var c in add) {
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if (!char.IsNumber(c))
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return false;
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}
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return true;
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};
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/// <summary>
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/// A <see cref="Rule"/> that only allows letters and numerals
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/// </summary>
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public static readonly Rule LettersNumbers = (field, add) => add.All(c => char.IsLetter(c) || char.IsNumber(c));
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public static readonly Rule LettersNumbers = (field, add) => {
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foreach (var c in add) {
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if (!char.IsLetter(c) || !char.IsNumber(c))
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return false;
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}
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return true;
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};
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/// <summary>
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/// A <see cref="Rule"/> that only allows characters not contained in <see cref="Path.GetInvalidPathChars"/>
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/// </summary>
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@ -129,8 +129,12 @@ namespace MLEM.Ui.Elements {
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public void AddToElement(Element elementToHover) {
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elementToHover.OnMouseEnter += element => {
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// only display the tooltip if there is anything in it
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if (this.Children.Any(c => !c.IsHidden))
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this.Display(element.System, element.GetType().Name + "Tooltip");
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foreach (var c in this.Children) {
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if (!c.IsHidden) {
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this.Display(element.System, element.GetType().Name + "Tooltip");
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break;
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}
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}
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};
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elementToHover.OnMouseExit += element => this.Remove();
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}
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@ -465,8 +465,14 @@ namespace MLEM.Ui {
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this.CanSelectContent = true;
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};
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this.OnElementRemoved += e => {
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if (e.CanBeSelected && !this.Element.GetChildren(regardGrandchildren: true).Any(c => c.CanBeSelected))
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if (e.CanBeSelected) {
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// check if removing this element removed all other selectable elements
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foreach (var c in this.Element.GetChildren(regardGrandchildren: true)) {
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if (c.CanBeSelected)
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return;
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}
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this.CanSelectContent = false;
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}
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};
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}
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@ -100,7 +100,13 @@ namespace MLEM.Formatting {
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/// <param name="scale">The scale that the string is drawn at</param>
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/// <returns>The token under the target position</returns>
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public Token GetTokenUnderPos(Vector2 stringPos, Vector2 target, float scale) {
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return this.Tokens.FirstOrDefault(t => t.GetArea(stringPos, scale).Any(r => r.Contains(target)));
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foreach (var token in this.Tokens) {
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foreach (var rect in token.GetArea(stringPos, scale)) {
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if (rect.Contains(target))
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return token;
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}
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}
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return null;
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}
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/// <inheritdoc cref="GenericFont.DrawString(SpriteBatch,string,Vector2,Color,float,Vector2,float,SpriteEffects,float)"/>
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@ -363,7 +363,11 @@ namespace MLEM.Input {
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/// <param name="modifier">The modifier key</param>
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/// <returns>If the modifier key is down</returns>
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public bool IsModifierKeyDown(ModifierKey modifier) {
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return modifier.GetKeys().Any(this.IsKeyDown);
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foreach (var key in modifier.GetKeys()) {
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if (this.IsKeyDown(key))
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return true;
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}
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return false;
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}
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/// <summary>
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@ -570,18 +574,30 @@ namespace MLEM.Input {
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}
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/// <inheritdoc cref="IsDown"/>
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public bool IsAnyDown(params GenericInput[] control) {
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return control.Any(c => this.IsDown(c));
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public bool IsAnyDown(params GenericInput[] controls) {
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foreach (var control in controls) {
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if (this.IsDown(control))
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return true;
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}
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return false;
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}
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/// <inheritdoc cref="IsUp"/>
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public bool IsAnyUp(params GenericInput[] control) {
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return control.Any(c => this.IsUp(c));
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public bool IsAnyUp(params GenericInput[] controls) {
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foreach (var control in controls) {
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if (this.IsUp(control))
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return true;
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}
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return false;
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}
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/// <inheritdoc cref="IsPressed"/>
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public bool IsAnyPressed(params GenericInput[] control) {
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return control.Any(c => this.IsPressed(c));
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public bool IsAnyPressed(params GenericInput[] controls) {
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foreach (var control in controls) {
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if (this.IsPressed(control))
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return true;
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}
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return false;
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}
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/// <summary>
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@ -89,7 +89,11 @@ namespace MLEM.Input {
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <returns>Whether this keybind is considered to be down</returns>
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public bool IsDown(InputHandler handler, int gamepadIndex = -1) {
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return this.combinations.Any(c => c.IsDown(handler, gamepadIndex));
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foreach (var combination in this.combinations) {
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if (combination.IsDown(handler, gamepadIndex))
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return true;
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}
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return false;
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}
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/// <summary>
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@ -100,7 +104,11 @@ namespace MLEM.Input {
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <returns>Whether this keybind is considered to be pressed</returns>
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public bool IsPressed(InputHandler handler, int gamepadIndex = -1) {
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return this.combinations.Any(c => c.IsPressed(handler, gamepadIndex));
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foreach (var combination in this.combinations) {
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if (combination.IsPressed(handler, gamepadIndex))
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return true;
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}
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return false;
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}
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/// <summary>
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@ -111,7 +119,11 @@ namespace MLEM.Input {
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <returns>Whether any of this keyboard's modifier keys are down</returns>
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public bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
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return this.combinations.Any(c => c.IsModifierDown(handler, gamepadIndex));
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foreach (var combination in this.combinations) {
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if (combination.IsModifierDown(handler, gamepadIndex))
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return true;
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}
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return false;
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}
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/// <summary>
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@ -198,7 +210,13 @@ namespace MLEM.Input {
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/// <param name="gamepadIndex">The index of the gamepad to query, or -1 to query all gamepads</param>
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/// <returns>Whether this combination's modifiers are down</returns>
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public bool IsModifierDown(InputHandler handler, int gamepadIndex = -1) {
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return this.Modifiers.Length <= 0 || this.Modifiers.Any(m => handler.IsDown(m, gamepadIndex));
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if (this.Modifiers.Length <= 0)
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return true;
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foreach (var modifier in this.Modifiers) {
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if (handler.IsDown(modifier, gamepadIndex))
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return true;
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}
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return false;
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}
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/// <summary>
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