Performance optimization: when processing for reactions to a card click, instead of looping through all the stored objects a second time, only call reactToClick() on objects that already indicated true to isReactingToClick().

This commit is contained in:
wrenczes@gmail.com
2011-04-10 00:11:03 +00:00
parent 99ed83c5e8
commit eee23f4344
2 changed files with 21 additions and 5 deletions

View File

@@ -12,6 +12,8 @@
#include "SimpleMenu.h"
#include "MTGAbility.h"
#include <set>
class GuiLayer;
class Targetable;
class WEvent;
@@ -49,6 +51,7 @@ public:
protected:
ActionElement * currentWaitingAction;
int cantCancel;
std::set<ActionElement*> mReactions;
};
#endif

View File

@@ -242,7 +242,11 @@ int ActionLayer::isReactingToClick(MTGCardInstance * card)
for (int i = 0; i < mCount; i++)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
result += currentAction->isReactingToClick(card);
if (currentAction->isReactingToClick(card))
{
++result;
mReactions.insert(currentAction);
}
}
return result;
@@ -256,13 +260,22 @@ int ActionLayer::reactToClick(MTGCardInstance * card)
if (ae)
return reactToClick(ae, card);
for (int i = 0; i < mCount; i++)
std::set<ActionElement*>::const_iterator iter = mReactions.begin();
std::set<ActionElement*>::const_iterator end = mReactions.end();
for (; iter !=end; ++iter)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
result += reactToClick(currentAction, card);
result += reactToClick(*iter, card);
if (result)
return result;
break;
}
#ifdef WIN32
// if we hit this, then something strange has happened with the click logic - reactToClick()
// should never be called if isReactingToClick() previously didn't have an object return true
assert(!mReactions.empty());
#endif
mReactions.clear();
return result;
}