This updates the usage of integer types in code I wrote according to our new style guides. Major changes: * Use signed instead of unsigned integers in many places. * C++ containers in blenlib use `int64_t` for size and indices now (instead of `uint`). * Hash values for C++ containers are 64 bit wide now (instead of 32 bit). I do hope that I broke no builds, but it is quite likely that some compiler reports slightly different errors. Please let me know when there are any errors. If the fix is small, feel free to commit it yourself. I compiled successfully on linux with gcc and on windows.
113 lines
3.6 KiB
C++
113 lines
3.6 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2018 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup depsgraph
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "intern/depsgraph_type.h"
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#include "RNA_access.h"
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struct ID;
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struct PointerRNA;
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struct PropertyRNA;
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namespace blender {
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namespace deg {
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class DepsgraphBuilderCache;
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/* Identifier for animated property. */
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class AnimatedPropertyID {
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public:
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AnimatedPropertyID();
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AnimatedPropertyID(const PointerRNA *pointer_rna, const PropertyRNA *property_rna);
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AnimatedPropertyID(const PointerRNA &pointer_rna, const PropertyRNA *property_rna);
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AnimatedPropertyID(ID *id, StructRNA *type, const char *property_name);
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AnimatedPropertyID(ID *id, StructRNA *type, void *data, const char *property_name);
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uint64_t hash() const;
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friend bool operator==(const AnimatedPropertyID &a, const AnimatedPropertyID &b);
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/* Corresponds to PointerRNA.data. */
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void *data;
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const PropertyRNA *property_rna;
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MEM_CXX_CLASS_ALLOC_FUNCS("AnimatedPropertyID");
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};
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class AnimatedPropertyStorage {
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public:
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AnimatedPropertyStorage();
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void initializeFromID(DepsgraphBuilderCache *builder_cache, ID *id);
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void tagPropertyAsAnimated(const AnimatedPropertyID &property_id);
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void tagPropertyAsAnimated(const PointerRNA *pointer_rna, const PropertyRNA *property_rna);
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bool isPropertyAnimated(const AnimatedPropertyID &property_id);
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bool isPropertyAnimated(const PointerRNA *pointer_rna, const PropertyRNA *property_rna);
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/* The storage is fully initialized from all F-Curves from corresponding ID. */
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bool is_fully_initialized;
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/* indexed by PointerRNA.data. */
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Set<AnimatedPropertyID> animated_properties_set;
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MEM_CXX_CLASS_ALLOC_FUNCS("AnimatedPropertyStorage");
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};
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/* Cached data which can be re-used by multiple builders. */
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class DepsgraphBuilderCache {
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public:
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DepsgraphBuilderCache();
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~DepsgraphBuilderCache();
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/* Makes sure storage for animated properties exists and initialized for the given ID. */
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AnimatedPropertyStorage *ensureAnimatedPropertyStorage(ID *id);
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AnimatedPropertyStorage *ensureInitializedAnimatedPropertyStorage(ID *id);
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/* Shortcuts to go through ensureInitializedAnimatedPropertyStorage and its
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* isPropertyAnimated.
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*
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* NOTE: Avoid using for multiple subsequent lookups, query for the storage once, and then query
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* the storage.
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*
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* TODO(sergey): Technically, this makes this class something else than just a cache, but what is
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* the better name? */
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template<typename... Args> bool isPropertyAnimated(ID *id, Args... args)
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{
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AnimatedPropertyStorage *animated_property_storage = ensureInitializedAnimatedPropertyStorage(
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id);
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return animated_property_storage->isPropertyAnimated(args...);
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}
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Map<ID *, AnimatedPropertyStorage *> animated_property_storage_map_;
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MEM_CXX_CLASS_ALLOC_FUNCS("DepsgraphBuilderCache");
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};
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} // namespace deg
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} // namespace blender
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