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Better track off-screen drawables (and return to pool less often)
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29983afcef
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@ -560,6 +560,16 @@ namespace osu.Game.Screens.Select
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private (int first, int last) displayedRange;
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/// <summary>
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/// Extend the range to retain already loaded pooled drawables.
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/// </summary>
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private const float distance_offscreen_before_unload = 1024;
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/// <summary>
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/// Extend the range to update positions / retrieve pooled drawables outside of visible range.
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/// </summary>
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private const float distance_offscreen_to_preload = 256;
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protected override void Update()
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{
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base.Update();
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@ -585,7 +595,7 @@ namespace osu.Game.Screens.Select
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var toDisplay = visibleItems.GetRange(displayedRange.first, displayedRange.last - displayedRange.first);
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foreach (var panel in scrollableContent.Children)
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foreach (var panel in scrollableContent.Children.ToArray())
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{
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if (toDisplay.Remove(panel.Item))
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{
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@ -593,8 +603,10 @@ namespace osu.Game.Screens.Select
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continue;
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}
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// panel displayed but not required
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scrollableContent.Remove(panel);
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// panel loaded as drawable but not required by visible range.
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// remove but only if too far off-screen
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if (panel.Y < visibleUpperBound - distance_offscreen_before_unload || panel.Y > visibleBottomBound + distance_offscreen_before_unload)
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scrollableContent.Remove(panel);
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}
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// Add those items within the previously found index range that should be displayed.
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@ -603,7 +615,7 @@ namespace osu.Game.Screens.Select
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Logger.Log($"getting panel for {item} from pool");
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var panel = setPool.Get(p => p.Item = item);
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panel.Depth = item.CarouselYPosition; // todo: i think this is correct
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panel.Depth = item.CarouselYPosition;
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panel.Y = item.CarouselYPosition;
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scrollableContent.Add(panel);
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@ -632,9 +644,9 @@ namespace osu.Game.Screens.Select
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{
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// Find index range of all items that should be on-screen
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// TODO: reduce allocs of CarouselBoundsItem.
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int firstIndex = visibleItems.BinarySearch(new CarouselBoundsItem(visibleUpperBound));
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int firstIndex = visibleItems.BinarySearch(new CarouselBoundsItem(visibleUpperBound - distance_offscreen_to_preload));
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if (firstIndex < 0) firstIndex = ~firstIndex;
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int lastIndex = visibleItems.BinarySearch(new CarouselBoundsItem(visibleBottomBound));
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int lastIndex = visibleItems.BinarySearch(new CarouselBoundsItem(visibleBottomBound + distance_offscreen_to_preload));
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if (lastIndex < 0) lastIndex = ~lastIndex;
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// as we can't be 100% sure on the size of individual carousel drawables,
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