Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
66 lines
1.6 KiB
C++
66 lines
1.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "spreadsheet_cache.hh"
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namespace blender::ed::spreadsheet {
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void SpreadsheetCache::add(std::unique_ptr<Key> key, std::unique_ptr<Value> value)
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{
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key->is_used = true;
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cache_map_.add_overwrite(*key, std::move(value));
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keys_.append(std::move(key));
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}
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SpreadsheetCache::Value *SpreadsheetCache::lookup(const Key &key)
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{
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std::unique_ptr<Value> *value = cache_map_.lookup_ptr(key);
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if (value == nullptr) {
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return nullptr;
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}
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const Key &stored_cache_key = cache_map_.lookup_key(key);
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stored_cache_key.is_used = true;
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return value->get();
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}
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SpreadsheetCache::Value &SpreadsheetCache::lookup_or_add(
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std::unique_ptr<Key> key, FunctionRef<std::unique_ptr<Value>()> create_value)
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{
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Value *value = this->lookup(*key);
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if (value != nullptr) {
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return *value;
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}
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std::unique_ptr<Value> new_value = create_value();
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value = new_value.get();
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this->add(std::move(key), std::move(new_value));
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return *value;
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}
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void SpreadsheetCache::set_all_unused()
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{
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for (std::unique_ptr<Key> &key : keys_) {
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key->is_used = false;
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}
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}
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void SpreadsheetCache::remove_all_unused()
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{
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/* First remove the keys from the map and free the values. */
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for (auto it = cache_map_.keys().begin(); it != cache_map_.keys().end(); ++it) {
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const Key &key = *it;
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if (!key.is_used) {
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cache_map_.remove(it);
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}
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}
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/* Then free the keys. */
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for (int i = 0; i < keys_.size();) {
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if (keys_[i]->is_used) {
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i++;
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}
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else {
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keys_.remove_and_reorder(i);
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}
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}
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}
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} // namespace blender::ed::spreadsheet
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