Optimized GroupedArray to use Sprite::context_index and avoid using index_of

Introduced properties

Redefined properties

redef type SELF: GroupedSprites

gamnit $ GroupedSprites :: SELF

Type of this instance, automatically specialized in every class
redef fun add(item: Sprite): Int

gamnit $ GroupedSprites :: add

Add item to the first available slot and return its index
redef fun remove(item: Sprite)

gamnit $ GroupedSprites :: remove

Remove the first instance of item

All properties

fun !=(other: nullable Object): Bool

core :: Object :: !=

Have self and other different values?
fun ==(other: nullable Object): Bool

core :: Object :: ==

Have self and other the same value?
type CLASS: Class[SELF]

core :: Object :: CLASS

The type of the class of self.
type SELF: Object

core :: Object :: SELF

Type of this instance, automatically specialized in every class
private var _available: MinHeap[Int]

gamnit :: GroupedArray :: _available

List of available slots
private var _ends: List[Int]

gamnit :: GroupedArray :: _ends

Index of the spots after filled chunks
private var _items: Array[nullable E]

gamnit :: GroupedArray :: _items

Memory with actual objects, and null in empty slots
private var _length: Int

gamnit :: GroupedArray :: _length

Number of items in the array
private var _starts: List[Int]

gamnit :: GroupedArray :: _starts

Start index of filled chunks
private fun add(item: E): Int

gamnit :: GroupedArray :: add

Add item to the first available slot and return its index
private fun available: MinHeap[Int]

gamnit :: GroupedArray :: available

List of available slots
private fun available=(available: MinHeap[Int])

gamnit :: GroupedArray :: available=

List of available slots
private fun capacity: Int

gamnit :: GroupedArray :: capacity

Number of item slots in the array
protected fun class_factory(name: String): CLASS

core :: Object :: class_factory

Implementation used by get_class to create the specific class.
fun class_name: String

core :: Object :: class_name

The class name of the object.
private fun defragment(max: nullable Int): Array[E]

gamnit :: GroupedArray :: defragment

Defragment and compress everything into a single chunks beginning at 0
private fun ends: List[Int]

gamnit :: GroupedArray :: ends

Index of the spots after filled chunks
private fun ends=(ends: List[Int])

gamnit :: GroupedArray :: ends=

Index of the spots after filled chunks
fun get_class: CLASS

core :: Object :: get_class

The meta-object representing the dynamic type of self.
fun hash: Int

core :: Object :: hash

The hash code of the object.
init init

core :: Object :: init

fun inspect: String

core :: Object :: inspect

Developer readable representation of self.
protected fun inspect_head: String

core :: Object :: inspect_head

Return "CLASSNAME:#OBJECTID".
intern fun is_same_instance(other: nullable Object): Bool

core :: Object :: is_same_instance

Return true if self and other are the same instance (i.e. same identity).
fun is_same_serialized(other: nullable Object): Bool

core :: Object :: is_same_serialized

Is self the same as other in a serialization context?
intern fun is_same_type(other: Object): Bool

core :: Object :: is_same_type

Return true if self and other have the same dynamic type.
private fun items: Array[nullable E]

gamnit :: GroupedArray :: items

Memory with actual objects, and null in empty slots
private fun items=(items: Array[nullable E])

gamnit :: GroupedArray :: items=

Memory with actual objects, and null in empty slots
private fun length: Int

gamnit :: GroupedArray :: length

Number of items in the array
private fun length=(length: Int)

gamnit :: GroupedArray :: length=

Number of items in the array
private intern fun native_class_name: CString

core :: Object :: native_class_name

The class name of the object in CString format.
intern fun object_id: Int

core :: Object :: object_id

An internal hash code for the object based on its identity.
fun output

core :: Object :: output

Display self on stdout (debug only).
intern fun output_class_name

core :: Object :: output_class_name

Display class name on stdout (debug only).
private fun remove(item: E)

gamnit :: GroupedArray :: remove

Remove the first instance of item
private fun remove_at(item: E, index: Int)

gamnit :: GroupedArray :: remove_at

Remove item at index
fun serialization_hash: Int

core :: Object :: serialization_hash

Hash value use for serialization
private fun starts: List[Int]

gamnit :: GroupedArray :: starts

Start index of filled chunks
private fun starts=(starts: List[Int])

gamnit :: GroupedArray :: starts=

Start index of filled chunks
intern fun sys: Sys

core :: Object :: sys

Return the global sys object, the only instance of the Sys class.
abstract fun to_jvalue(env: JniEnv): JValue

core :: Object :: to_jvalue

fun to_s: String

core :: Object :: to_s

User readable representation of self.
package_diagram gamnit::flat_core::GroupedSprites GroupedSprites gamnit::flat_core::GroupedArray GroupedArray gamnit::flat_core::GroupedSprites->gamnit::flat_core::GroupedArray core::Object Object gamnit::flat_core::GroupedArray->core::Object ...core::Object ... ...core::Object->core::Object

Ancestors

interface Object

core :: Object

The root of the class hierarchy.

Parents

private class GroupedArray[E: nullable Object]

gamnit :: GroupedArray

Representation of sprite data on the GPU

Class definitions

gamnit $ GroupedSprites
# Optimized `GroupedArray` to use `Sprite::context_index` and avoid using `index_of`
private class GroupedSprites
	super GroupedArray[Sprite]

	redef fun add(item)
	do
		var index = super
		item.context_index = index
		return index
	end

	redef fun remove(item) do remove_at(item, item.context_index)
end
lib/gamnit/flat/flat_core.nit:1718,1--1730,3