Dependencies check in debug mode

Some common resources can depend on each other - this checks that the requirements are consistent
This commit is contained in:
Lukas Matena 2020-04-06 08:06:07 +02:00
parent 3db3a61520
commit 7e797eaaf8
2 changed files with 33 additions and 7 deletions

View file

@ -43,11 +43,24 @@ SelectionInfo* CommonGizmosDataPool::selection_info()
}
#ifndef NDEBUG
// Check the required resources one by one and return true if all
// dependencies are met.
bool CommonGizmosDataPool::check_dependencies(CommonGizmosDataID required) const
{
// This should iterate over currently required data. Each of them should
// be asked about its dependencies and it must check that all dependencies
// are also in required and before the current one.
for (auto& [id, data] : m_data) {
// in case we don't use this, the deps are irrelevant
if (! (int(required) & int(CommonGizmosDataID(id))))
continue;
CommonGizmosDataID deps = data->get_dependencies();
assert(int(deps) == (int(deps) & int(required)));
}
return true;
}
#endif // NDEBUG
@ -57,7 +70,7 @@ bool CommonGizmosDataPool::check_dependencies(CommonGizmosDataID required) const
void SelectionInfo::on_update()
{
const Selection& selection = m_common->get_canvas()->get_selection();
const Selection& selection = get_pool()->get_canvas()->get_selection();
if (selection.is_single_full_instance())
m_model_object = selection.get_model()->objects[selection.get_object_idx()];
else
@ -71,7 +84,7 @@ void SelectionInfo::on_release()
int SelectionInfo::get_active_instance()
{
const Selection& selection = m_common->get_canvas()->get_selection();
const Selection& selection = get_pool()->get_canvas()->get_selection();
return selection.get_instance_idx();
}
@ -81,9 +94,9 @@ int SelectionInfo::get_active_instance()
void InstancesHider::on_update()
{
const ModelObject* mo = m_common->selection_info()->model_object();
int active_inst = m_common->selection_info()->get_active_instance();
GLCanvas3D* canvas = m_common->get_canvas();
const ModelObject* mo = get_pool()->selection_info()->model_object();
int active_inst = get_pool()->selection_info()->get_active_instance();
GLCanvas3D* canvas = get_pool()->get_canvas();
if (mo && active_inst != -1) {
canvas->toggle_model_objects_visibility(false);
@ -95,7 +108,7 @@ void InstancesHider::on_update()
void InstancesHider::on_release()
{
m_common->get_canvas()->toggle_model_objects_visibility(true);
get_pool()->get_canvas()->toggle_model_objects_visibility(true);
}