Optimize. The Unset() call was actually rather expensive. This speeds up SSMusic by a few frames per second for me in optimized builds.

This commit is contained in:
Steve Checkoway
2009-03-26 11:30:45 +00:00
parent 868b7346bc
commit 95645cdafb
+14 -27
View File
@@ -247,31 +247,20 @@ void DifficultyList::PositionItems()
void DifficultyList::SetFromGameState()
{
const Song *pSong = GAMESTATE->m_pCurSong;
for( int m = 0; m < MAX_METERS; ++m )
{
m_Lines[m].m_Meter.Unset();
}
m_Rows.clear();
unsigned i = 0;
if( pSong == NULL )
{
// FIXME: This clamps to between the min and the max difficulty, but
// it really should round to the nearest difficulty that's in
// DIFFICULTIES_TO_SHOW.
unsigned i=0;
FOREACH_CONST( Difficulty, CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(), d )
const vector<Difficulty>& difficulties = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue();
m_Rows.resize( difficulties.size() );
FOREACH_CONST( Difficulty, difficulties, d )
{
m_Rows.resize( m_Rows.size()+1 );
Row &row = m_Rows.back();
row.m_dc = *d;
m_Rows[i].m_dc = *d;
m_Lines[i].m_Meter.SetFromStepsTypeAndMeterAndDifficulty( StepsType_Invalid, 0, *d );
i++;
++i;
}
}
else
@@ -279,19 +268,17 @@ void DifficultyList::SetFromGameState()
vector<Steps*> vpSteps;
SongUtil::GetPlayableSteps( pSong, vpSteps );
/* Should match the sort in ScreenSelectMusic::AfterMusicChange. */
m_Rows.resize( vpSteps.size() );
for( unsigned i = 0; i < vpSteps.size(); ++i )
FOREACH_CONST( Steps*, vpSteps, s )
{
Row &row = m_Rows[i];
row.m_Steps = vpSteps[i];
m_Lines[i].m_Meter.SetFromSteps( m_Rows[i].m_Steps );
row.m_dc = row.m_Steps->GetDifficulty();
m_Rows[i].m_Steps = *s;
m_Lines[i].m_Meter.SetFromSteps( *s );
++i;
}
}
while( i < MAX_METERS )
m_Lines[i++].m_Meter.Unset();
UpdatePositions();
PositionItems();