]> git.tdb.fi Git - libs/gltk.git/blobdiff - source/partcache.cpp
Add consistency checks to PartCache
[libs/gltk.git] / source / partcache.cpp
index 5589b0dd8b7c948685964fe5c49aa6cb2dda50a4..3c3fbb169e3e2c20b707f20b6bdb25f656fc94fd 100644 (file)
@@ -18,31 +18,79 @@ CachedPart::~CachedPart()
 }
 
 
-void PartCache::clear()
+PartCache::PartCache():
+       rebuilding(false)
+{ }
+
+void PartCache::begin_rebuild()
 {
-       parts.clear();
+       if(rebuilding)
+               throw logic_error("nested rebuild");
+       rebuilding = true;
+
+       next = parts.begin();
+       current = parts.end();
 }
 
 void PartCache::insert_special(const Part &part)
 {
        if(part.get_name().empty())
                throw invalid_argument("PartCache::insert_special");
+       if(!rebuilding)
+               throw logic_error("!rebuilding");
+
+       for(current=next; current!=parts.end(); ++current)
+               if(current->part==&part)
+               {
+                       parts.erase(next, current);
+                       break;
+               }
 
-       parts.push_back(CachedPart());
-       parts.back().part = ∂
+       if(current==parts.end())
+               current = parts.insert(next, CachedPart());
+       else
+               *current = CachedPart();
+       current->part = ∂
+
+       next = current;
+       ++next;
 }
 
 GL::Mesh &PartCache::create_mesh(const Part &part, const GL::Texture2D &tex)
 {
-       if(!parts.empty() && parts.back().texture==&tex)
-               return *parts.back().mesh;
-
-       parts.push_back(CachedPart());
-       CachedPart &cpart = parts.back();
-       cpart.part = ∂
-       cpart.texture = &tex;
-       cpart.mesh = new GL::Mesh((GL::TEXCOORD2, GL::COLOR4_UBYTE, GL::VERTEX2));
-       return *cpart.mesh;
+       if(!rebuilding)
+               throw logic_error("!rebuilding");
+
+       if(current!=parts.end() && current->texture==&tex)
+               return *current->mesh;
+
+       for(current=next; current!=parts.end(); ++current)
+               if(current->texture==&tex)
+               {
+                       parts.erase(next, current);
+                       break;
+               }
+
+       if(current==parts.end())
+       {
+               current = parts.insert(next, CachedPart());
+               current->texture = &tex;
+               current->mesh = new GL::Mesh((GL::TEXCOORD2, GL::COLOR4_UBYTE, GL::VERTEX2));
+       }
+       else
+               current->mesh->clear();
+       current->part = ∂
+
+       next = current;
+       ++next;
+
+       return *current->mesh;
+}
+
+void PartCache::end_rebuild()
+{
+       rebuilding = false;
+       parts.erase(next, parts.end());
 }
 
 } // namespace GLtk