extends Control @onready var search_list: VBoxContainer = $ScrollContainer/VBoxContainer @onready var search_panel: Panel = %SearchPanel @onready var clear_button: Button = $ClearButton @onready var search_bar: TextEdit = $Searchbar var soundtracks: Array = [] # Precomputed soundtrack data: array of dicts with original, lowercase, and cleaned fields var precomputed_soundtracks: Array = [] # Regex cache: maps cleaned search terms to compiled RegEx objects var regex_cache: Dictionary = {} var label_pool: Array[Label] = [] # Called when the node enters the scene tree for the first time. func _ready() -> void: clear_button.pressed.connect(clear) search_bar.grab_focus() search_bar.text_changed.connect(search) visibility_changed.connect(focus) func focus() -> void: if self.visible == true: search_bar.grab_focus() clear() func close() -> void: clear() self.visible = false func search() -> void: print(search_bar.text) var search_text: String = search_bar.text if search_text == "": show_all_soundtracks() return perform_search(search_text) func show_all_soundtracks() -> void: # Hide all visible labels and add to pool for child: Label in search_list.get_children(): if child.visible: child.visible = false label_pool.append(child) # Show all soundtracks in order for soundtrack: String in soundtracks: add_soundtrack_reuse(soundtrack) func perform_search(search_text: String) -> void: # Hide all visible labels and add to pool for child: Label in search_list.get_children(): if child.visible: child.visible = false label_pool.append(child) var seen: Dictionary = {} var search_text_lower: String = search_text.to_lower() var clean_search_text: String = clean_term(search_text) # Collect all matches first, then display in order var matches: Array = [] # Pass 1: Exact case-insensitive contains match on lowercase versions for i in range(precomputed_soundtracks.size()): var st_data = precomputed_soundtracks[i] if st_data["lowercase"].contains(search_text_lower): if not st_data["original"] in seen: seen[st_data["original"]] = true matches.append(st_data["original"]) # Pass 2: Contains match on cleaned terms for i in range(precomputed_soundtracks.size()): var st_data = precomputed_soundtracks[i] if st_data["cleaned"].contains(clean_search_text): if not st_data["original"] in seen: seen[st_data["original"]] = true matches.append(st_data["original"]) # Pass 3: Regex match on cleaned terms var regex = compile_regex_cached(clean_search_text) for i in range(precomputed_soundtracks.size()): var st_data = precomputed_soundtracks[i] if regex.search(st_data["cleaned"]): if not st_data["original"] in seen: seen[st_data["original"]] = true matches.append(st_data["original"]) # Display all matches in the order they appear in soundtracks for soundtrack: String in matches: add_soundtrack_reuse(soundtrack) # Cleans a term by removing spaces and replacing special characters. # Matches MusicServer's clean_term() function. func clean_term(term: String) -> String: return term.replace(" ", "").replace("é", "e").replace("+", "plus").replace("&", "and").replace("'n", "and").to_lower() # Compiles a regex pattern with caching to avoid recompiling the same pattern multiple times. func compile_regex_cached(search_term: String) -> RegEx: if not search_term in regex_cache: var regex = RegEx.new() var regText: String = ".*" for letter: String in search_term: regText += letter + ".*" regex.compile(regText) regex_cache[search_term] = regex return regex_cache[search_term] func add_soundtrack(soundtrack: String) -> void: # Backward compatibility - delegates to reuse version add_soundtrack_reuse(soundtrack) # Optimized version that reuses label nodes from pool instead of creating new ones func add_soundtrack_reuse(soundtrack: String) -> void: var label: Label if label_pool.size() > 0: label = label_pool.pop_front() label.text = soundtrack label.visible = true # Move to end to maintain display order search_list.move_child(label, search_list.get_child_count() - 1) else: label = Label.new() label.text = soundtrack label.autowrap_mode = TextServer.AUTOWRAP_WORD search_list.add_child(label) label.visible = true func check_if_soundtrack_exists(soundtrack: String) -> bool: var soundtrack_exists: bool = false for child: Label in search_list.get_children(): if child.text == soundtrack and child.visible: soundtrack_exists = true return soundtrack_exists func get_list_of_soundtracks() -> void: print("get_list_of_soundtracks") var handle_soundtracks: Callable = func handle_soundtracks(array) -> void: if typeof(array) == TYPE_ARRAY: soundtracks = [] precomputed_soundtracks = [] # Reuse existing labels: hide all and add to pool for child: Label in search_list.get_children(): child.visible = false label_pool.append(child) soundtracks.append_array(array) # Precompute cleaned versions for all soundtracks for soundtrack: String in soundtracks: var cleaned = clean_term(soundtrack) precomputed_soundtracks.append({ "original": soundtrack, "lowercase": soundtrack.to_lower(), "cleaned": cleaned }) add_soundtrack_reuse(soundtrack) else: print("Unexpected data") Settings.make_request2("/music/all/order", handle_soundtracks, true) func _input(event: InputEvent) -> void: if self.visible == true: if event is InputEventMouseButton && event.is_pressed(): var evLocal: InputEvent = make_input_local(event) if !Rect2(Vector2(0, 0), search_panel.size).has_point(evLocal.position): self.visible = false func clear() -> void: search_bar.text = "" show_all_soundtracks() search_bar.grab_focus()