* compositor: reduce amount of window box copies
mousemoveunified can call this very frequently, the cbox copying
actually shows up as an impact in such cases, move it down in the scope
and only do it when necessery.
* core: constify and reference frequent calls
profiling shows these as frequent called functions try to reduce the
amount of copies with references and const the variables.
* pointermgr: remove not used local copy, const ref
remove unneded local copies and const ref cursorsize.
* inputmgr: reduce amount of calls to vectortowindow
the amount of calls to g_pCompositor->vectorToWindowUnified fast ramps
up in cpu usage with enough windows existing and moving the mouse, move
the PWINDOWIDEAL up and reuse it if its already the same.
* protocol: compositor remove unused local copy
remove unused local copy of accumulateCurrentBufferDamage and const
previousBuffer.
* renderer: reduce scope of variables and refactor
move a few variables down in their scopes to reduce the amount of calls
and copies when not needed, also add one more for loop in
renderWorkspaceWindows and store the windows in a vector with
weakpointers that should be rendered, this adds a loop but reduces the
amount of repeated calls to shouldRenderWindow and also makes the rest
of the loops go over way smaller vector when many windows exist.
* deco: reduce local temporars and function calls
profiling shows this is a high used function, reduce the amount of
function calls and local temporar copies and also check if we even need
to add extents at all in the loop.
* popup: optimize bfhelper in popups
pass nodes as const reference and reserve the size of the children node
vector help reduce the reallocations.
* procotol: make compositor bfhelper use const ref
use const ref for nodes and reserve second nodes vector size to reduce
amount of reallocation needed.
* window: inline and const getWindowMainSurfaceBox
getWindowMainSurfaceBox gets called a lot of times from deep down from
mousemoveunified, profiling mousemoveunified it spends quite a lot of
cpu time in here, let the compiler optimize the call to
getWindowMainSurfaceBox by inlining and making it const. reducing the
overhead.
* inputmgr: return early and use std::any_of
return early in mousemoveunified to reduce the amount of unnecessery
calls to various pointers when not needed, also make isconstrained use
std::any_of instead of for loop to use the STL optimized paths with
hopes and dreams marginally faster.
* decoration: return early, reduce temporar copy
return earlier and reduce the temp copies by using one .lock instead of
two
* Stacked group tabs
* Fix index when creating groupbar title textures
* Changes for stacked dnd
* formatting
* Don't remove internal horizontal padding when calculating stacked bar
width
moves std::shared_ptrs to a new implementation
Advantages:
- you can dereference a weak_ptr directly. This will obviously segfault on a nullptr deref if it's expired.
- this is useful to avoid the .lock() hell where we are 100% sure the pointer _should_ be valid. (and if it isn't, it should throw.)
- weak_ptrs are still valid while the SP is being destroyed.
- reasoning: while an object (e.g. CWindow) is being destroyed, its `weak_ptr self` should be accessible (the sp is still alive, and so is CWindow), but it's not because by stl it's already expired (to prevent resurrection)
- this impl solves it differently. w_p is expired, but can still be dereferenced and used. Creating `s_p`s is not possible anymore, though.
- this is useful in destructors and callbacks.
* animation: Refactor AnimatedVariable
This commit decomposes the AnimatedVariable class into a base class
with the common attribute to all variable types and a templated derived
type containing strongly typed info on the type being animated.
Access to the typed version is perfomed using the visitor pattern. A
utility is provided to build a visitor on the fly using lambdas.
Adding a new type to be animated should just be a matter of adding the
typed in the list defined by the ANIMABLE_TYPES macro
The size of the commit is justified by the API change in the
AnimatedVariable class. No more vec(), fl() or col() method but a unified
value() method.
* animation: Remove visitor pattern
* animation: Fix coding style
* animation: Fix coding style