@@ -125,7 +125,7 @@ impl Scene {
}
}
- pub fn insert_views_from_scene(&mut self, views: &FxHashSet<EntityId>, prev_scene: &mut Self) {
+ pub fn reuse_views(&mut self, views: &FxHashSet<EntityId>, prev_scene: &mut Self) {
for shadow in prev_scene.shadows.drain(..) {
if views.contains(&EntityId::from(shadow.view_id as u64)) {
let order = &prev_scene.orders_by_layer[&shadow.layer_id];
@@ -347,6 +347,37 @@ impl Frame {
.map(|focus_id| self.dispatch_tree.focus_path(focus_id))
.unwrap_or_default()
}
+
+ fn reuse_views(&mut self, prev_frame: &mut Self) {
+ // Reuse mouse listeners that didn't change since the last frame.
+ for (type_id, listeners) in &mut prev_frame.mouse_listeners {
+ let next_listeners = self.mouse_listeners.entry(*type_id).or_default();
+ for (order, view_id, listener) in listeners.drain(..) {
+ if self.reused_views.contains(&view_id) {
+ next_listeners.push((order, view_id, listener));
+ }
+ }
+ }
+
+ // Reuse entries in the depth map that didn't change since the last frame.
+ for (order, view_id, bounds) in prev_frame.depth_map.drain(..) {
+ if self.reused_views.contains(&view_id) {
+ self.depth_map.push((order, view_id, bounds));
+ }
+ }
+ self.depth_map.sort_by(|a, b| a.0.cmp(&b.0));
+
+ // Retain element states for views that didn't change since the last frame.
+ for (element_id, state) in prev_frame.element_states.drain() {
+ if self.reused_views.contains(&state.parent_view_id) {
+ self.element_states.entry(element_id).or_insert(state);
+ }
+ }
+
+ // Reuse geometry that didn't change since the last frame.
+ self.scene
+ .reuse_views(&self.reused_views, &mut prev_frame.scene);
+ }
}
impl Window {
@@ -1376,7 +1407,7 @@ impl<'a> WindowContext<'a> {
);
}
- pub(crate) fn reuse_geometry(&mut self) {
+ pub(crate) fn reuse_view(&mut self) {
let view_id = self.parent_view_id().unwrap();
let window = &mut self.window;
let grafted_view_ids = window
@@ -1450,56 +1481,9 @@ impl<'a> WindowContext<'a> {
self.window.next_frame.window_active = self.window.active;
self.window.root_view = Some(root_view);
- // Reuse mouse listeners that didn't change since the last frame.
- for (type_id, listeners) in &mut self.window.rendered_frame.mouse_listeners {
- let next_listeners = self
- .window
- .next_frame
- .mouse_listeners
- .entry(*type_id)
- .or_default();
- for (order, view_id, listener) in listeners.drain(..) {
- if self.window.next_frame.reused_views.contains(&view_id) {
- next_listeners.push((order, view_id, listener));
- }
- }
- }
-
- // Reuse entries in the depth map that didn't change since the last frame.
- for (order, view_id, bounds) in self.window.rendered_frame.depth_map.drain(..) {
- if self.window.next_frame.reused_views.contains(&view_id) {
- self.window
- .next_frame
- .depth_map
- .push((order, view_id, bounds));
- }
- }
self.window
.next_frame
- .depth_map
- .sort_by(|a, b| a.0.cmp(&b.0));
-
- // Retain element states for views that didn't change since the last frame.
- for (element_id, state) in self.window.rendered_frame.element_states.drain() {
- if self
- .window
- .next_frame
- .reused_views
- .contains(&state.parent_view_id)
- {
- self.window
- .next_frame
- .element_states
- .entry(element_id)
- .or_insert(state);
- }
- }
-
- // Reuse geometry that didn't change since the last frame.
- self.window.next_frame.scene.insert_views_from_scene(
- &self.window.next_frame.reused_views,
- &mut self.window.rendered_frame.scene,
- );
+ .reuse_views(&mut self.window.rendered_frame);
self.window.next_frame.scene.finish();
let previous_focus_path = self.window.rendered_frame.focus_path();