ludic/packages/ludic.ui/pool.ludic

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# pool.ludic - what a frame is built of is kept and used again: ludic.ui builds a screen's tree anew
# every frame, and Ludic frees nothing, so a node or an env made per element per frame was a leak
# (the valley's HUD: ~100 MB/s). Each screen keeps two generations and alternates, so last frame's
# tree - which an unmount's env, a hover or ui_box still reads - stays whole while this one is built.
# So a host may read a tree until the same screen has been built twice more, and never keep it longer.
export property UiPool {
key: string = ""
gen: int = 0
nodes0: []UiNode = null
nodes1: []UiNode = null
envs0: []UiEnv = null
envs1: []UiEnv = null
un: int = 0
ue: int = 0
}
# a build of `screen` begins: its other generation is handed out again from the start
function pl_begin(ui_st: mut UiState, screen: string) -> void {
var p: UiPool = null
for i in 0 .. len(ui_st.pl_pools) {
if ui_st.pl_pools[i].key == screen { p = ui_st.pl_pools[i] }
}
if p == null {
p = new UiPool
p.key = screen
p.nodes0 = new []UiNode
p.nodes1 = new []UiNode
p.envs0 = new []UiEnv
p.envs1 = new []UiEnv
push(ui_st.pl_pools, p)
}
p.gen = 1 - p.gen
p.un = 0
p.ue = 0
ui_st.pl_cur = p
}
# a node, blank, with its own lists (empty) - from the pool when a build is under way
function nd_take(ui_st: mut UiState) -> UiNode {
let p = ui_st.pl_cur
if p == null { return nd_fresh() }
var list = p.nodes0
if p.gen == 1 { list = p.nodes1 }
if p.un < len(list) {
let n = list[p.un]
p.un += 1
nd_reset(n)
return n
}
let n = nd_fresh()
push(list, n)
p.un += 1
return n
}
function nd_fresh() -> UiNode {
let n = new UiNode
n.children = new []UiNode
n.classes = new []string
n.akeys = new []string
n.avals = new []string
n.vals = new []Val
return n
}
function env_take(ui_st: mut UiState) -> UiEnv {
let p = ui_st.pl_cur
if p == null { return env_fresh() }
var list = p.envs0
if p.gen == 1 { list = p.envs1 }
if p.ue < len(list) {
let e = list[p.ue]
p.ue += 1
env_reset(e)
return e
}
let e = env_fresh()
push(list, e)
p.ue += 1
return e
}
function env_fresh() -> UiEnv {
let e = new UiEnv
e.names = new []string
e.vals = new []Val
e.on_envs = new []UiEnv
return e
}