Bit of code refactoring to prevent duplication

CURA-1288
This commit is contained in:
Jaime van Kessel 2016-06-02 17:25:34 +02:00
parent 184247ced6
commit 95a0c69662

View file

@ -51,6 +51,20 @@ class StartSliceJob(Job):
def getSliceMessage(self):
return self._slice_message
## Check if a stack has any errors.
## returns true if it has errors, false otherwise.
def _checkStackForErrors(self, stack):
if stack is None:
return False
for key in stack.getAllKeys():
validation_state = stack.getProperty(key, "validationState")
if validation_state in (ValidatorState.Exception, ValidatorState.MaximumError, ValidatorState.MinimumError):
Logger.log("w", "Setting %s is not valid, but %s. Aborting slicing.", key, validation_state)
return True
Job.yieldThread()
return False
## Runs the job that initiates the slicing.
def run(self):
stack = Application.getInstance().getGlobalContainerStack()
@ -59,30 +73,18 @@ class StartSliceJob(Job):
return
# Don't slice if there is a setting with an error value.
for key in stack.getAllKeys():
validation_state = stack.getProperty(key, "validationState")
if validation_state in (ValidatorState.Exception, ValidatorState.MaximumError, ValidatorState.MinimumError):
Logger.log("w", "Setting %s is not valid, but %s. Aborting slicing.", key, validation_state)
self.setResult(StartJobResult.SettingError)
return
Job.yieldThread()
if self._checkStackForErrors(stack):
self.setResult(StartJobResult.SettingError)
return
# Don't slice if there is a per object setting with an error value.
for node in DepthFirstIterator(self._scene.getRoot()):
if type(node) is not SceneNode or not node.isSelectable():
continue
node_stack = node.callDecoration("getStack")
if node_stack:
for key in node_stack.getAllKeys():
validation_state = node_stack.getProperty(key, "validationState")
if validation_state in (ValidatorState.Exception, ValidatorState.MaximumError, ValidatorState.MinimumError):
Logger.log("w", "Per object setting %s is not valid, but %s. Aborting slicing.", key, validation_state)
self.setResult(StartJobResult.SettingError)
return
Job.yieldThread()
if self._checkStackForErrors(node.callDecoration("getStack")):
self.setResult(StartJobResult.SettingError)
return
with self._scene.getSceneLock():
# Remove old layer data.