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Jacques Lucke 19dfb6ea1f Cleanup: enable modernize-use-equals-default check
This removes a lot of unnecessary code that is generated by
the compiler automatically.

In very few cases, a defaulted destructor in a .cc file is
still necessary, because of forward declarations in the header.

I removed some defaulted virtual destructors, because they are not
necessary, when the parent class has a virtual destructor already.

Defaulted constructors are only necessary when there is another
constructor, but the class should still be default constructible.

Differential Revision: https://developer.blender.org/D10911
2021-04-08 11:07:27 +02:00

112 lines
3.6 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2018 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup depsgraph
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "intern/depsgraph_type.h"
#include "RNA_access.h"
struct ID;
struct PointerRNA;
struct PropertyRNA;
namespace blender {
namespace deg {
class DepsgraphBuilderCache;
/* Identifier for animated property. */
class AnimatedPropertyID {
public:
AnimatedPropertyID();
AnimatedPropertyID(const PointerRNA *pointer_rna, const PropertyRNA *property_rna);
AnimatedPropertyID(const PointerRNA &pointer_rna, const PropertyRNA *property_rna);
AnimatedPropertyID(ID *id, StructRNA *type, const char *property_name);
AnimatedPropertyID(ID *id, StructRNA *type, void *data, const char *property_name);
uint64_t hash() const;
friend bool operator==(const AnimatedPropertyID &a, const AnimatedPropertyID &b);
/* Corresponds to PointerRNA.data. */
void *data;
const PropertyRNA *property_rna;
MEM_CXX_CLASS_ALLOC_FUNCS("AnimatedPropertyID");
};
class AnimatedPropertyStorage {
public:
AnimatedPropertyStorage();
void initializeFromID(DepsgraphBuilderCache *builder_cache, ID *id);
void tagPropertyAsAnimated(const AnimatedPropertyID &property_id);
void tagPropertyAsAnimated(const PointerRNA *pointer_rna, const PropertyRNA *property_rna);
bool isPropertyAnimated(const AnimatedPropertyID &property_id);
bool isPropertyAnimated(const PointerRNA *pointer_rna, const PropertyRNA *property_rna);
/* The storage is fully initialized from all F-Curves from corresponding ID. */
bool is_fully_initialized;
/* indexed by PointerRNA.data. */
Set<AnimatedPropertyID> animated_properties_set;
MEM_CXX_CLASS_ALLOC_FUNCS("AnimatedPropertyStorage");
};
/* Cached data which can be re-used by multiple builders. */
class DepsgraphBuilderCache {
public:
~DepsgraphBuilderCache();
/* Makes sure storage for animated properties exists and initialized for the given ID. */
AnimatedPropertyStorage *ensureAnimatedPropertyStorage(ID *id);
AnimatedPropertyStorage *ensureInitializedAnimatedPropertyStorage(ID *id);
/* Shortcuts to go through ensureInitializedAnimatedPropertyStorage and its
* isPropertyAnimated.
*
* NOTE: Avoid using for multiple subsequent lookups, query for the storage once, and then query
* the storage.
*
* TODO(sergey): Technically, this makes this class something else than just a cache, but what is
* the better name? */
template<typename... Args> bool isPropertyAnimated(ID *id, Args... args)
{
AnimatedPropertyStorage *animated_property_storage = ensureInitializedAnimatedPropertyStorage(
id);
return animated_property_storage->isPropertyAnimated(args...);
}
Map<ID *, AnimatedPropertyStorage *> animated_property_storage_map_;
MEM_CXX_CLASS_ALLOC_FUNCS("DepsgraphBuilderCache");
};
} // namespace deg
} // namespace blender