Refactor tree filtering logic for correctness and efficiency
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@ -25,6 +25,7 @@
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#include "scene/main/viewport.h"
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#include "scene/resources/font.h"
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#include "scene/resources/style_box_flat.h"
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#include "core/templates/hash_set.h"
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#endif // LIMBOAI_MODULE
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#ifdef LIMBOAI_GDEXTENSION
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@ -34,6 +35,7 @@
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#include <godot_cpp/classes/style_box_flat.hpp>
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#include <godot_cpp/classes/viewport.hpp>
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#include <godot_cpp/core/math.hpp>
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#include <godot_cpp/templates/hash_set.hpp>
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#endif // LIMBOAI_GDEXTENSION
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@ -55,51 +57,60 @@ void TreeSearch::_clean_callable_cache() {
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callable_cache = new_callable_cache;
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}
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// Makes all tree items invisible that don't match the following criteria:
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// 1. is parent of matching tree_item
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// 2. is matching tree_item
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// 3. is any descendent of matching tree item
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void TreeSearch::_filter_tree(const String &p_search_mask) {
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ERR_FAIL_COND(!tree_reference);
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// We don't filter if no search_mask is given.
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if (matching_entries.is_empty()) {
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return;
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}
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Vector<bool> item_visibilities;
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item_visibilities.resize(ordered_tree_items.size());
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item_visibilities.fill(false);
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HashSet<TreeItem *> visible_items;
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visible_items.reserve(ordered_tree_items.size());
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// Make all entries visible that have any matching descendents. O(n)
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for (int i = 0; i < ordered_tree_items.size(); i++) {
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TreeItem *entry = ordered_tree_items[i];
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if (number_matches.has(entry) && number_matches[entry] > 0) {
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item_visibilities.set(i, true);
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Vector<TreeItem *> items = { tree_reference->get_root() };
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for (int idx = 0; idx < items.size(); idx++) {
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TreeItem *cur_item = items[idx];
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if (_vector_has_bsearch(matching_entries, cur_item)) {
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visible_items.insert(cur_item);
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TreeItem *parent_of_match = cur_item->get_parent();
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// 1. mark all parents visible
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while (parent_of_match) {
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visible_items.insert(parent_of_match);
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parent_of_match = parent_of_match->get_parent();
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}
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// for 2. and 3. we collect all children of match.
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Vector<TreeItem *> matching_entries_descendents = { cur_item };
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// 2. and 3. mark all descendents visible
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for (int i = 0; i < matching_entries_descendents.size(); i++) {
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TreeItem *cur_descendent_item = matching_entries_descendents[i];
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visible_items.insert(cur_descendent_item);
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// 3. collect all children of descendent
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for (int i = 0; i < cur_descendent_item->get_child_count(); i++) {
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matching_entries_descendents.push_back(cur_descendent_item->get_child(i));
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}
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}
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} else { // not a matching entry: process children
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for (int i = 0; i < cur_item->get_child_count(); i++) {
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items.push_back(cur_item->get_child(i));
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}
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}
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}
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// Make all descendents of matching entries visible. O(n) * log(|matching_entries|)
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for (int i = 0; i < ordered_tree_items.size(); i++) {
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TreeItem *entry = ordered_tree_items[i];
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if (_vector_has_bsearch(matching_entries, entry)) {
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// the [next_entry] at the same depth or depth above.
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TreeItem *next_entry = entry->get_next();
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// search above current depth if no [next_entry].
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while (!next_entry && entry) {
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entry = entry->get_parent();
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}
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if (entry) {
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next_entry = entry->get_next();
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}
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// mark visible all successors upto next entry at the same depth or above
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int j = i;
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for (; j < ordered_tree_items.size() && ordered_tree_items[j] != next_entry; j++) {
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item_visibilities.set(j, true);
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}
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i = j - 1; // every entry is only processed once.
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}
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}
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// Apply visibility. O(n)
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for (int i = 0; i < ordered_tree_items.size(); i++) {
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if (!item_visibilities[i]) {
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ordered_tree_items[i]->set_visible(false);
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TreeItem *cur_item = ordered_tree_items[i];
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if (!visible_items.has(cur_item)) {
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cur_item->set_visible(false);
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}
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}
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}
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@ -170,6 +181,7 @@ void TreeSearch::_draw_highlight_item(TreeItem *p_tree_item, const Rect2 p_rect,
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if (!p_tree_item) {
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return;
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}
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// call any parent draw methods such as for probability FIRST.
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p_parent_draw_method.call(p_tree_item, p_rect);
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@ -584,4 +596,4 @@ void TreeSearchPanel::focus_editor() {
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/* !TreeSearchPanel */
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#endif // TOOLS_ENABLED
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#endif // TOOLS_ENABLED
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