Add new benchmarks, optimized search, UndoNode pool, and fix horizontal scrolling.

- Added benchmarking for GapBuffer and PieceTable (BufferBench, PerformanceSuite).
- Implemented `OptimizedSearch` using Boyer-Moore (bad character heuristic).
- Introduced `UndoNodePool` for efficient memory management.
- Fixed horizontal scrolling and cursor placement in GUI: ensured cursor visibility and improved accuracy for rendered columns.
This commit is contained in:
2025-12-03 13:53:24 -08:00
parent c98d9e717a
commit 389dcf9cc7
8 changed files with 916 additions and 48 deletions

View File

@@ -140,8 +140,7 @@ GUIRenderer::Draw(Editor &ed)
prev_buf_coloffs = buf_coloffs;
// Synchronize cursor and scrolling.
// Ensure the cursor is visible even on the first frame or when it didn't move,
// unless we already forced scrolling from Buffer::Rowoffs this frame.
// Ensure the cursor is visible even on the first frame or when it didn't move.
{
// Compute visible row range using the child window height
float child_h = ImGui::GetWindowHeight();
@@ -151,56 +150,54 @@ GUIRenderer::Draw(Editor &ed)
vis_rows = 1;
long last_row = first_row + vis_rows - 1;
if (!forced_scroll) {
long cyr = static_cast<long>(cy);
if (cyr < first_row || cyr > last_row) {
float target = (static_cast<float>(cyr) - std::max(0L, vis_rows / 2)) * row_h;
float max_y = ImGui::GetScrollMaxY();
if (target < 0.f)
target = 0.f;
if (max_y >= 0.f && target > max_y)
target = max_y;
ImGui::SetScrollY(target);
// refresh local variables
scroll_y = ImGui::GetScrollY();
first_row = static_cast<long>(scroll_y / row_h);
last_row = first_row + vis_rows - 1;
}
long cyr = static_cast<long>(cy);
if (cyr < first_row || cyr > last_row) {
float target = (static_cast<float>(cyr) - std::max(0L, vis_rows / 2)) * row_h;
float max_y = ImGui::GetScrollMaxY();
if (target < 0.f)
target = 0.f;
if (max_y >= 0.f && target > max_y)
target = max_y;
ImGui::SetScrollY(target);
// refresh local variables
scroll_y = ImGui::GetScrollY();
first_row = static_cast<long>(scroll_y / row_h);
last_row = first_row + vis_rows - 1;
}
// Horizontal scroll: ensure cursor column is visible
float child_w = ImGui::GetWindowWidth();
long vis_cols = static_cast<long>(child_w / space_w);
if (vis_cols < 1)
vis_cols = 1;
long first_col = static_cast<long>(scroll_x / space_w);
long last_col = first_col + vis_cols - 1;
// Horizontal scroll: ensure cursor column is visible
float child_w = ImGui::GetWindowWidth();
long vis_cols = static_cast<long>(child_w / space_w);
if (vis_cols < 1)
vis_cols = 1;
long first_col = static_cast<long>(scroll_x / space_w);
long last_col = first_col + vis_cols - 1;
// Compute cursor's rendered X position (accounting for tabs)
std::size_t cursor_rx = 0;
if (cy < lines.size()) {
std::string cur_line = static_cast<std::string>(lines[cy]);
const std::size_t tabw = 8;
for (std::size_t i = 0; i < cx && i < cur_line.size(); ++i) {
if (cur_line[i] == '\t') {
cursor_rx += tabw - (cursor_rx % tabw);
} else {
cursor_rx += 1;
}
// Compute cursor's rendered X position (accounting for tabs)
std::size_t cursor_rx = 0;
if (cy < lines.size()) {
std::string cur_line = static_cast<std::string>(lines[cy]);
const std::size_t tabw = 8;
for (std::size_t i = 0; i < cx && i < cur_line.size(); ++i) {
if (cur_line[i] == '\t') {
cursor_rx += tabw - (cursor_rx % tabw);
} else {
cursor_rx += 1;
}
}
long cxr = static_cast<long>(cursor_rx);
if (cxr < first_col || cxr > last_col) {
float target_x = static_cast<float>(cxr) * space_w;
// Center horizontally if possible
target_x -= (child_w / 2.0f);
if (target_x < 0.f)
target_x = 0.f;
float max_x = ImGui::GetScrollMaxX();
if (max_x >= 0.f && target_x > max_x)
target_x = max_x;
ImGui::SetScrollX(target_x);
scroll_x = ImGui::GetScrollX();
}
}
long cxr = static_cast<long>(cursor_rx);
if (cxr < first_col || cxr > last_col) {
float target_x = static_cast<float>(cxr) * space_w;
// Center horizontally if possible
target_x -= (child_w / 2.0f);
if (target_x < 0.f)
target_x = 0.f;
float max_x = ImGui::GetScrollMaxX();
if (max_x >= 0.f && target_x > max_x)
target_x = max_x;
ImGui::SetScrollX(target_x);
scroll_x = ImGui::GetScrollX();
}
// Phase 3: prefetch visible viewport highlights and warm around in background
if (buf->SyntaxEnabled() && buf->Highlighter() && buf->Highlighter()->HasHighlighter()) {