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authorJoan Fons <joan.fonssanchez@gmail.com>2021-07-19 19:25:15 +0200
committerJoan Fons <joan.fonssanchez@gmail.com>2021-07-20 20:35:41 +0200
commita6adb584934a885adf6ca775f2ef7118b66f684e (patch)
treeff32816397839c53f5cbe65a852210d63fd5693c /scene/main/scene_tree.cpp
parentb1eee24e2673b4a980a6f661511ff0f18c2fff8a (diff)
downloadredot-engine-a6adb584934a885adf6ca775f2ef7118b66f684e.tar.gz
Editor StringName and Viewport optimizations
* Added explicit return type to the SNAME macro. * Add some extra SNAME usages. * Change some ClassDB methods to use const StringName & arguments. * Cache the Window parent in Control because it's used in is_layout_rtl(), which is called often. * Only enable internal processing for viewports that need it. * Change CanvasItem::group to be a StringName because it's only used as that.
Diffstat (limited to 'scene/main/scene_tree.cpp')
-rw-r--r--scene/main/scene_tree.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index 2a5be0314d..182b143b3a 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -408,9 +408,9 @@ bool SceneTree::physics_process(float p_time) {
emit_signal(SNAME("physics_frame"));
- _notify_group_pause("physics_process_internal", Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
- call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_process_picking");
- _notify_group_pause("physics_process", Node::NOTIFICATION_PHYSICS_PROCESS);
+ _notify_group_pause(SNAME("physics_process_internal"), Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
+ call_group_flags(GROUP_CALL_REALTIME, SNAME("_picking_viewports"), SNAME("_process_picking"));
+ _notify_group_pause(SNAME("physics_process"), Node::NOTIFICATION_PHYSICS_PROCESS);
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
@@ -442,8 +442,8 @@ bool SceneTree::process(float p_time) {
flush_transform_notifications();
- _notify_group_pause("process_internal", Node::NOTIFICATION_INTERNAL_PROCESS);
- _notify_group_pause("process", Node::NOTIFICATION_PROCESS);
+ _notify_group_pause(SNAME("process_internal"), Node::NOTIFICATION_INTERNAL_PROCESS);
+ _notify_group_pause(SNAME("process"), Node::NOTIFICATION_PROCESS);
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
@@ -490,7 +490,7 @@ bool SceneTree::process(float p_time) {
if (Engine::get_singleton()->is_editor_hint()) {
//simple hack to reload fallback environment if it changed from editor
- String env_path = ProjectSettings::get_singleton()->get("rendering/environment/defaults/default_environment");
+ String env_path = ProjectSettings::get_singleton()->get(SNAME("rendering/environment/defaults/default_environment"));
env_path = env_path.strip_edges(); //user may have added a space or two
String cpath;
Ref<Environment> fallback = get_root()->get_world_3d()->get_fallback_environment();