Step 5 storng option
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#include "CommittedLiveState.h"
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bool CommittedLiveState::LoadPersistentStateValue(const JsonValue& root)
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{
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return mLayerStack.LoadPersistentStateValue(root);
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}
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JsonValue CommittedLiveState::BuildPersistentStateValue(const ShaderPackageCatalog& shaderCatalog) const
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{
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return mLayerStack.BuildPersistentStateValue(shaderCatalog);
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}
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void CommittedLiveState::NormalizeLayerIds()
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{
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mLayerStack.NormalizeLayerIds();
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}
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void CommittedLiveState::EnsureDefaultsForAllLayers(const ShaderPackageCatalog& shaderCatalog)
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{
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mLayerStack.EnsureDefaultsForAllLayers(shaderCatalog);
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}
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void CommittedLiveState::EnsureDefaultLayer(const ShaderPackageCatalog& shaderCatalog)
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{
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mLayerStack.EnsureDefaultLayer(shaderCatalog);
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}
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void CommittedLiveState::RemoveLayersWithMissingPackages(const ShaderPackageCatalog& shaderCatalog)
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{
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mLayerStack.RemoveLayersWithMissingPackages(shaderCatalog);
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}
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bool CommittedLiveState::CreateLayer(const ShaderPackageCatalog& shaderCatalog, const std::string& shaderId, std::string& error)
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{
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return mLayerStack.CreateLayer(shaderCatalog, shaderId, error);
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}
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bool CommittedLiveState::DeleteLayer(const std::string& layerId, std::string& error)
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{
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return mLayerStack.DeleteLayer(layerId, error);
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}
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bool CommittedLiveState::MoveLayer(const std::string& layerId, int direction, std::string& error)
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{
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return mLayerStack.MoveLayer(layerId, direction, error);
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}
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bool CommittedLiveState::MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error)
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{
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return mLayerStack.MoveLayerToIndex(layerId, targetIndex, error);
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}
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bool CommittedLiveState::SetLayerBypassState(const std::string& layerId, bool bypassed, std::string& error)
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{
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return mLayerStack.SetLayerBypassState(layerId, bypassed, error);
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}
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bool CommittedLiveState::SetLayerShaderSelection(const ShaderPackageCatalog& shaderCatalog, const std::string& layerId, const std::string& shaderId, std::string& error)
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{
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return mLayerStack.SetLayerShaderSelection(shaderCatalog, layerId, shaderId, error);
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}
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bool CommittedLiveState::SetParameterValue(const std::string& layerId, const std::string& parameterId, const ShaderParameterValue& value, std::string& error)
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{
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return mLayerStack.SetParameterValue(layerId, parameterId, value, error);
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}
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bool CommittedLiveState::ResetLayerParameterValues(const ShaderPackageCatalog& shaderCatalog, const std::string& layerId, std::string& error)
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{
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return mLayerStack.ResetLayerParameterValues(shaderCatalog, layerId, error);
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}
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bool CommittedLiveState::HasLayer(const std::string& layerId) const
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{
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return mLayerStack.HasLayer(layerId);
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}
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bool CommittedLiveState::TryGetParameterById(const ShaderPackageCatalog& shaderCatalog, const std::string& layerId, const std::string& parameterId, StoredParameterSnapshot& snapshot, std::string& error) const
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{
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return mLayerStack.TryGetParameterById(shaderCatalog, layerId, parameterId, snapshot, error);
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}
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bool CommittedLiveState::TryGetParameterByControlKey(const ShaderPackageCatalog& shaderCatalog, const std::string& layerKey, const std::string& parameterKey, StoredParameterSnapshot& snapshot, std::string& error) const
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{
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return mLayerStack.TryGetParameterByControlKey(shaderCatalog, layerKey, parameterKey, snapshot, error);
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}
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bool CommittedLiveState::ResolveLayerMove(const std::string& layerId, int direction, bool& shouldMove, std::string& error) const
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{
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return mLayerStack.ResolveLayerMove(layerId, direction, shouldMove, error);
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}
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bool CommittedLiveState::ResolveLayerMoveToIndex(const std::string& layerId, std::size_t targetIndex, bool& shouldMove, std::string& error) const
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{
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return mLayerStack.ResolveLayerMoveToIndex(layerId, targetIndex, shouldMove, error);
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}
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JsonValue CommittedLiveState::BuildStackPresetValue(const ShaderPackageCatalog& shaderCatalog, const std::string& presetName) const
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{
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return mLayerStack.BuildStackPresetValue(shaderCatalog, presetName);
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}
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bool CommittedLiveState::LoadStackPresetValue(const ShaderPackageCatalog& shaderCatalog, const JsonValue& root, std::string& error)
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{
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return mLayerStack.LoadStackPresetValue(shaderCatalog, root, error);
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}
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CommittedLiveStateReadModel CommittedLiveState::BuildReadModel(const ShaderPackageCatalog& shaderCatalog) const
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{
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CommittedLiveStateReadModel model;
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model.layers = mLayerStack.Layers();
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model.packagesById = shaderCatalog.CaptureSnapshot().packagesById;
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return model;
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}
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std::vector<CommittedLiveState::LayerPersistentState> CommittedLiveState::CopyLayerStates() const
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{
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return mLayerStack.Layers();
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}
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const std::vector<CommittedLiveState::LayerPersistentState>& CommittedLiveState::Layers() const
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{
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return mLayerStack.Layers();
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}
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std::vector<CommittedLiveState::LayerPersistentState>& CommittedLiveState::Layers()
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{
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return mLayerStack.Layers();
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}
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const CommittedLiveState::LayerPersistentState* CommittedLiveState::FindLayerById(const std::string& layerId) const
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{
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return mLayerStack.FindLayerById(layerId);
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}
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const LayerStackStore& CommittedLiveState::LayerStack() const
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{
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return mLayerStack;
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}
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LayerStackStore& CommittedLiveState::LayerStack()
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{
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return mLayerStack;
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}
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