166 lines
5.1 KiB
Text
166 lines
5.1 KiB
Text
# pool.ludic - what a frame is built of is kept and used again: ludic.ui builds a screen's tree anew
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# every frame, and Ludic frees nothing, so a node or an env made per element per frame was a leak
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# (the valley's HUD: ~100 MB/s). Each screen keeps two generations and alternates, so last frame's
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# tree - which an unmount's env, a hover or ui_box still reads - stays whole while this one is built.
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# So a host may read a tree until the same screen has been built twice more, and never keep it longer.
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export property UiPool {
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key: string = ""
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gen: int = 0
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nodes0: []UiNode = null
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nodes1: []UiNode = null
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envs0: []UiEnv = null
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envs1: []UiEnv = null
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un: int = 0
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ue: int = 0
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ups0: []UiPass = null # a component root's passes (bd_pass_down)
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ups1: []UiPass = null
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uu: int = 0
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vals0: []Val = null # what expressions work out while the screen is built (uv_new)
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vals1: []Val = null
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uv: int = 0
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}
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# a build of `screen` begins: its other generation is handed out again from the start
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function pl_begin(ui_st: mut UiState, screen: string) -> void {
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var p: UiPool = null
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for i in 0 .. len(ui_st.pl_pools) {
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if ui_st.pl_pools[i].key == screen { p = ui_st.pl_pools[i] }
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}
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if p == null { p = pl_new(ui_st, screen) }
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p.gen = 1 - p.gen
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p.un = 0
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p.ue = 0
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p.uv = 0
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p.uu = 0
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ui_st.pl_cur = p
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}
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@alloc_ok("once per screen: its pool is made the first time it is built")
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function pl_new(ui_st: mut UiState, screen: string) -> UiPool {
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let p = new UiPool
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p.key = screen
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p.nodes0 = new []UiNode
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p.nodes1 = new []UiNode
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p.envs0 = new []UiEnv
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p.envs1 = new []UiEnv
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p.vals0 = new []Val
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p.vals1 = new []Val
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p.ups0 = new []UiPass
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p.ups1 = new []UiPass
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push(ui_st.pl_pools, p)
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return p
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}
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# a node, blank, with its own lists (empty) - from the pool when a build is under way
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function nd_take(ui_st: mut UiState) -> UiNode {
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let p = ui_st.pl_cur
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if p == null { return nd_fresh() }
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var list = p.nodes0
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if p.gen == 1 { list = p.nodes1 }
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if p.un < len(list) {
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let n = list[p.un]
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p.un += 1
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nd_reset(n)
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return n
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}
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let n = nd_fresh()
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ui_kept(list, n)
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p.un += 1
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return n
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}
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@alloc_ok("a pool miss: past the most nodes a screen has had, then kept")
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function nd_fresh() -> UiNode {
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let n = new UiNode
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n.children = new []UiNode
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n.classes = new []string
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n.akeys = new []string
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n.avals = new []string
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n.vals = new []Val
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return n
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}
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function env_take(ui_st: mut UiState) -> UiEnv {
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let p = ui_st.pl_cur
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if p == null { return env_fresh() }
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var list = p.envs0
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if p.gen == 1 { list = p.envs1 }
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if p.ue < len(list) {
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let e = list[p.ue]
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p.ue += 1
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env_reset(e)
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return e
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}
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let e = env_fresh()
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ui_kept(list, e)
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p.ue += 1
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return e
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}
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@alloc_ok("a pool miss: past the most scopes a screen has had, then kept")
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function env_fresh() -> UiEnv {
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let e = new UiEnv
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e.names = new []string
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e.vals = new []Val
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e.on_envs = new []UiEnv
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return e
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}
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# a Value an expression works out while a screen is built: from the pool while the build runs (none
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# outlives the screen's next build but one, like its nodes), made as ever outside one - an action's
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# `set`, a <state>'s start, what a handler is given are kept, so they are never pooled
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function uv_new(ui_st: mut UiState, tag: int) -> Val {
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let p = ui_st.pl_cur
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if not ui_st.uv_on or p == null { return Value.become(Value.null(), tag) }
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var list = p.vals0
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if p.gen == 1 { list = p.vals1 }
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if p.uv < len(list) {
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let v = list[p.uv]
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p.uv += 1
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return Value.become(v, tag)
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}
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let v = Value.become(Value.null(), tag)
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ui_kept(list, v)
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p.uv += 1
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return v
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}
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function uv_int(ui_st: mut UiState, n: int) -> Val {
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if n >= 0 and n < 1024 { return mm_ival(ui_st, n) }
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return Value.be_int(uv_new(ui_st, 1), n)
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}
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function uv_float(ui_st: mut UiState, x: float) -> Val { return Value.be_float(uv_new(ui_st, 7), x) }
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function uv_str(ui_st: mut UiState, s: string) -> Val { return Value.be_str(uv_new(ui_st, 4), s) }
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function uv_list(ui_st: mut UiState) -> Val { return uv_new(ui_st, 5) }
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# true and false, one of each for good: read them, never change them
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function uv_bool(ui_st: mut UiState, b: bool) -> Val {
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if ui_st.uv_true == null {
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ui_st.uv_true = Value.bool(1)
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ui_st.uv_false = Value.bool(0)
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}
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if b { return ui_st.uv_true }
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return ui_st.uv_false
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}
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# a pooled record as it is, for a call to write its answer into (a list keeps its items); null outside
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# a build, where what is answered may be kept
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function uv_hold(ui_st: mut UiState) -> Val {
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let p = ui_st.pl_cur
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if not ui_st.uv_on or p == null { return null }
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var list = p.vals0
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if p.gen == 1 { list = p.vals1 }
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if p.uv < len(list) {
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p.uv += 1
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return list[p.uv - 1]
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}
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let v = Value.null()
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ui_kept(list, v)
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p.uv += 1
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return v
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}
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@alloc_ok("a pool miss: past the most passes a screen has had, then kept")
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function up_take(ui_st: mut UiState) -> UiPass {
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let p = ui_st.pl_cur
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if p == null { return new UiPass }
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var list = p.ups0
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if p.gen == 1 { list = p.ups1 }
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if p.uu < len(list) {
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p.uu += 1
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return list[p.uu - 1]
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}
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let u = new UiPass
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ui_kept(list, u)
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p.uu += 1
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return u
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}
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