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Fixed: Use map for faster search for example (implemented a TODO of GUIGUI)
--HG-- branch : develop
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ea8edd1e6a
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3 changed files with 27 additions and 31 deletions
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@ -94,70 +94,59 @@ void CVisualSlotManager::init()
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f.close();
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// Display elements read.
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// for(uint i=0; i<_VisualSlot.size(); ++i)
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// {
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for(uint i=0, len = _VisualSlot.size(); i<len; ++i)
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{
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_VisualSlot[i].updateMaps();
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// for(uint j=0; j<_VisualSlot[i].Element.size(); ++j)
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// nlinfo("Visu: %d Num: %d Id: %d sheet: %s", i, _VisualSlot[i].Element[j].Index, _VisualSlot[i].Element[j].SheetId.asInt(), _VisualSlot[i].Element[j].SheetId.toString().c_str());
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// }
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}
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}
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else
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nlwarning("VSMngr:load: cannot open the file '%s'.", filename.c_str());
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}// init //
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void CVisualSlotManager::TElementList::updateMaps()
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{
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SheetIdToIndexMap.clear();
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for(uint i=0, len = Element.size(); i<len; ++i)
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{
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const TElement &e = Element[i];
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SheetIdToIndexMap[e.SheetId] = e.Index;
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}
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}
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//-----------------------------------------------
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// rightItem2Index :
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// Return the visual slot index from a sheet Id for items in right hand.
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// \todo GUIGUI : Use map for faster search for example
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//-----------------------------------------------
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uint32 CVisualSlotManager::rightItem2Index(const NLMISC::CSheetId &id)
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{
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if(SLOTTYPE::RIGHT_HAND_SLOT < _VisualSlot.size())
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{
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for(uint i=0; i<_VisualSlot[SLOTTYPE::RIGHT_HAND_SLOT].Element.size(); ++i)
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if(_VisualSlot[SLOTTYPE::RIGHT_HAND_SLOT].Element[i].SheetId == id)
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return _VisualSlot[SLOTTYPE::RIGHT_HAND_SLOT].Element[i].Index;
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}
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else
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nlwarning("VSMngr:rightItem2Index: Bad slot -> you probably need to rebuild the tab.");
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// No Item
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return 0;
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return sheet2Index(id, SLOTTYPE::RIGHT_HAND_SLOT);
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}// rightItem2Index //
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//-----------------------------------------------
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// leftItem2Index :
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// Return the visual slot index from a sheet Id for items in left hand.
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// \todo GUIGUI : Use map for faster search for example
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//-----------------------------------------------
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uint32 CVisualSlotManager::leftItem2Index(const NLMISC::CSheetId &id)
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{
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if(SLOTTYPE::LEFT_HAND_SLOT < _VisualSlot.size())
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{
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for(uint i=0; i<_VisualSlot[SLOTTYPE::LEFT_HAND_SLOT].Element.size(); ++i)
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if(_VisualSlot[SLOTTYPE::LEFT_HAND_SLOT].Element[i].SheetId == id)
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return _VisualSlot[SLOTTYPE::LEFT_HAND_SLOT].Element[i].Index;
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}
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else
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nlwarning("VSMngr:leftItem2Index: Bad slot -> you probably need to rebuild the tab.");
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// No Item
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return 0;
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return sheet2Index(id, SLOTTYPE::LEFT_HAND_SLOT);
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}// leftItem2Index //
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//-----------------------------------------------
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// sheet2Index :
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// Return the visual index from a sheet Id and the visual slot.
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// \todo GUIGUI : Use map for faster search for example
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//-----------------------------------------------
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uint32 CVisualSlotManager::sheet2Index(const NLMISC::CSheetId &id, SLOTTYPE::EVisualSlot slot)
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{
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if((uint)slot < _VisualSlot.size())
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{
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for(uint i=0; i<_VisualSlot[slot].Element.size(); ++i)
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if(_VisualSlot[slot].Element[i].SheetId == id)
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return _VisualSlot[slot].Element[i].Index;
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const TElementList &el = _VisualSlot[slot];
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TElementList::SheetIdToIndexMapType::const_iterator it = el.SheetIdToIndexMap.find(id);
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if (it != el.SheetIdToIndexMap.end()) return it->second;
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}
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else
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nlwarning("VSMngr:sheet2Index: Bad slot '%d' -> you probably need to rebuild the tab.", (sint)slot);
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@ -71,11 +71,17 @@ public:
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// elements list for a visual slot.
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std::vector<TElement> Element;
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// std::map to increase access speed
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typedef std::map<NLMISC::CSheetId, uint32> SheetIdToIndexMapType;
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SheetIdToIndexMapType SheetIdToIndexMap;
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/// Load/Save the values using the serial system
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void serial(class NLMISC::IStream &s) throw(NLMISC::EStream)
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{
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s.serialCont(Element);
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}
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void updateMaps();
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} TElementList;
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typedef std::vector <TElementList> TVisualSlot;
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@ -1472,6 +1472,7 @@ void SetupDirectories()
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data.readFromFile( "raw_material_generation.cfg" );
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// beurk :s Use CConfigFile instead
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LEVEL_DESIGN_PATH = data.splitFrom( "LevelDesignPath = \"").splitTo( "\"" );
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TRANSLATION_PATH = data.splitFrom( "TranslationPath = \"" ).splitTo( "\"" );
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