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<>
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95 changed files with 1434 additions and 1874 deletions
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@ -48,11 +48,11 @@
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namespace GDScriptTests {
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void init_autoloads() {
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OrderedHashMap<StringName, ProjectSettings::AutoloadInfo> autoloads = ProjectSettings::get_singleton()->get_autoload_list();
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HashMap<StringName, ProjectSettings::AutoloadInfo> autoloads = ProjectSettings::get_singleton()->get_autoload_list();
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// First pass, add the constants so they exist before any script is loaded.
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for (OrderedHashMap<StringName, ProjectSettings::AutoloadInfo>::Element E = autoloads.front(); E; E = E.next()) {
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const ProjectSettings::AutoloadInfo &info = E.get();
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for (const KeyValue<StringName, ProjectSettings::AutoloadInfo> &E : ProjectSettings::get_singleton()->get_autoload_list()) {
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const ProjectSettings::AutoloadInfo &info = E.value;
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if (info.is_singleton) {
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for (int i = 0; i < ScriptServer::get_language_count(); i++) {
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@ -62,8 +62,8 @@ void init_autoloads() {
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}
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// Second pass, load into global constants.
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for (OrderedHashMap<StringName, ProjectSettings::AutoloadInfo>::Element E = autoloads.front(); E; E = E.next()) {
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const ProjectSettings::AutoloadInfo &info = E.get();
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for (const KeyValue<StringName, ProjectSettings::AutoloadInfo> &E : ProjectSettings::get_singleton()->get_autoload_list()) {
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const ProjectSettings::AutoloadInfo &info = E.value;
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if (!info.is_singleton) {
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// Skip non-singletons since we don't have a scene tree here anyway.
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