mirror of https://github.com/axmolengine/axmol.git
issue #2087: [dispatcher] Making Node::updateEventPriorityIndex to inline function.
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@ -85,7 +85,7 @@ bool nodeComparisonLess(Object* p1, Object* p2)
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// XXX: Yes, nodes might have a sort problem once every 15 days if the game runs at 60 FPS and each frame sprites are reordered.
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static int s_globalOrderOfArrival = 1;
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static int _globalEventPriorityIndex = 0;
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int Node::_globalEventPriorityIndex = 0;
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Node::Node(void)
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: _rotationX(0.0f)
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@ -826,7 +826,7 @@ void Node::visit()
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}
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// self draw
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this->draw();
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this->updateEventPriorityIndex();
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_eventPriority = ++_globalEventPriorityIndex;
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for( ; i < _children->count(); i++ )
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{
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@ -838,7 +838,7 @@ void Node::visit()
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else
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{
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this->draw();
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this->updateEventPriorityIndex();
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_eventPriority = ++_globalEventPriorityIndex;
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}
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// reset for next frame
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@ -1296,11 +1296,6 @@ void Node::resetEventPriorityIndex()
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_globalEventPriorityIndex = 0;
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}
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void Node::updateEventPriorityIndex()
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{
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_eventPriority = ++_globalEventPriorityIndex;
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}
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void Node::associateEventListener(EventListener* listener)
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{
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_eventlisteners.insert(listener);
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@ -1381,7 +1381,7 @@ private:
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protected:
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void updateEventPriorityIndex();
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inline void updateEventPriorityIndex() { _eventPriority = ++_globalEventPriorityIndex; };
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/// lazy allocs
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void childrenAlloc(void);
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@ -1461,6 +1461,7 @@ protected:
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ComponentContainer *_componentContainer; ///< Dictionary of components
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int _eventPriority;
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static int _globalEventPriorityIndex;
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};
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//#pragma mark - NodeRGBA
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