RapidGameFramework
Reusable Godot managers for data-driven small games
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render_node_pool.gd File Reference

Reusable node pool for high-frequency 2D Control-based renderers. More...

Go to the source code of this file.

Namespaces

namespace  render_node_pool
 

Variables

 render_node_pool.Control
 
 render_node_pool.int
 
 render_node_pool.parent = next_parent
 
int render_node_pool.render_index = 0
 
int render_node_pool.pass_acquired = 0
 
int render_node_pool.pass_created = 0
 
int render_node_pool.pass_reused = 0
 
int render_node_pool.last_hidden = 0
 
 render_node_pool.bucket
 
 render_node_pool.used
 
 render_node_pool.node = bucket[index]
 
 render_node_pool.visible
 
 render_node_pool.String
 
 render_node_pool.created
 
 render_node_pool.mouse_filter
 
 render_node_pool.color
 
 render_node_pool.Dictionary
 
 render_node_pool.key
 
 render_node_pool.stretch_mode
 
 render_node_pool.expand_mode
 
 render_node_pool.text
 
 render_node_pool.autowrap_mode
 
 render_node_pool.clip_text
 
 render_node_pool.max_lines_visible
 
 render_node_pool.horizontal_alignment
 
 render_node_pool.vertical_alignment
 
int render_node_pool.total_acquired = 0
 
int render_node_pool.total_created = 0
 
int render_node_pool.total_reused = 0
 
 render_node_pool.index
 
 render_node_pool.name
 
 render_node_pool.position
 
 render_node_pool.size
 

Detailed Description

Reusable node pool for high-frequency 2D Control-based renderers.

Scenes call begin(parent), draw pooled rect/sprite nodes, then call end(). The pool keeps nodes alive, reuses them by stable keys, and hides unused nodes instead of destroying/recreating them every redraw.

Definition in file render_node_pool.gd.