More clean up for synch with 0.8.42
This commit is contained in:
488
src/osg/State.cpp
Normal file
488
src/osg/State.cpp
Normal file
@@ -0,0 +1,488 @@
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#include <osg/State>
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#include <osg/Notify>
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#include <GL/glu.h>
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using namespace osg;
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State::State()
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{
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_contextID = 0;
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_frameNumber = 0;
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_fineGrainedErrorDetection = true;
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}
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State::~State()
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{
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}
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void State::reset()
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{
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_modeMap.clear();
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_attributeMap.clear();
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_drawStateStack.clear();
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}
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void State::pushStateSet(const StateSet* dstate)
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{
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_drawStateStack.push_back(dstate);
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if (dstate)
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{
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// iterator through all OpenGL modes in incomming StateSet
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// for each GLMode entry push it to the back of the appropriate
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// mode stack, taking into consideration current override status.
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const StateSet::ModeList& ds_modeList = dstate->getModeList();
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for(StateSet::ModeList::const_iterator mitr=ds_modeList.begin();
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mitr!=ds_modeList.end();
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++mitr)
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{
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// get the mode stack for incomming GLmode {mitr->first}.
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ModeStack& ms = _modeMap[mitr->first];
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if (ms.valueVec.empty())
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{
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// first pair so simply push incomming pair to back.
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ms.valueVec.push_back(mitr->second);
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}
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else if (ms.valueVec.back() & StateAttribute::OVERRIDE) // check the existing override flag
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{
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// push existing back since override keeps the previoius value.
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ms.valueVec.push_back(ms.valueVec.back());
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}
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else
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{
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// no override on so simply push incomming pair to back.
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ms.valueVec.push_back(mitr->second);
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}
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ms.changed = true;
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}
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// iterator through all StateAttribute's in incomming StateSet
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// for each Type entry push it to the back of the appropriate
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// attribute stack, taking into consideration current override status.
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const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList();
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for(StateSet::AttributeList::const_iterator aitr=ds_attributeList.begin();
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aitr!=ds_attributeList.end();
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++aitr)
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{
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// get the attribute stack for incomming type {aitr->first}.
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AttributeStack& as = _attributeMap[aitr->first];
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if (as.attributeVec.empty())
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{
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// first pair so simply push incomming pair to back.
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as.attributeVec.push_back(
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AttributePair(aitr->second.first.get(),aitr->second.second));
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}
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else if (as.attributeVec.back().second & StateAttribute::OVERRIDE) // check the existing override flag
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{
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// push existing back since override keeps the previoius value.
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as.attributeVec.push_back(as.attributeVec.back());
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}
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else
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{
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// no override on so simply push incomming pair to back.
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as.attributeVec.push_back(
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AttributePair(aitr->second.first.get(),aitr->second.second));
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}
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as.changed = true;
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}
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}
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}
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void State::popStateSet()
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{
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if (_drawStateStack.empty()) return;
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const StateSet* dstate = _drawStateStack.back().get();
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if (dstate)
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{
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// iterator through all OpenGL modes in incomming StateSet
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// for each GLMode entry pop_back of the appropriate
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// mode stack.
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const StateSet::ModeList& ds_modeList = dstate->getModeList();
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for(StateSet::ModeList::const_iterator mitr=ds_modeList.begin();
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mitr!=ds_modeList.end();
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++mitr)
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{
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// get the mode stack for incomming GLmode {mitr->first}.
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ModeStack& ms = _modeMap[mitr->first];
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if (!ms.valueVec.empty())
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{
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ms.valueVec.pop_back();
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}
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ms.changed = true;
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}
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// iterator through all StateAttribute's in incomming StateSet
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// for each Type entry pop_back of the appropriate
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// attribute stack.
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const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList();
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for(StateSet::AttributeList::const_iterator aitr=ds_attributeList.begin();
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aitr!=ds_attributeList.end();
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++aitr)
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{
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// get the attribute stack for incomming type {aitr->first}.
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AttributeStack& as = _attributeMap[aitr->first];
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if (!as.attributeVec.empty())
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{
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as.attributeVec.pop_back();
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}
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as.changed = true;
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}
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}
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// remove the top draw state from the stack.
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_drawStateStack.pop_back();
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}
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void State::apply(const StateSet* dstate)
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{
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// equivilant to:
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//pushStateSet(dstate);
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//apply();
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//popStateSet();
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if (dstate)
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{
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// first handle mode changes.
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{
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const StateSet::ModeList& ds_modeList = dstate->getModeList();
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StateSet::ModeList::const_iterator ds_mitr = ds_modeList.begin();
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ModeMap::iterator this_mitr=_modeMap.begin();
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while (this_mitr!=_modeMap.end() && ds_mitr!=ds_modeList.end())
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{
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if (this_mitr->first<ds_mitr->first)
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{
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// note GLMode = this_mitr->first
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ModeStack& ms = this_mitr->second;
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if (ms.changed)
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{
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ms.changed = false;
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if (!ms.valueVec.empty())
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{
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bool new_value = ms.valueVec.back() & StateAttribute::ON;
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apply_mode(this_mitr->first,new_value,ms);
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}
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else
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{
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// assume default of disabled.
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apply_mode(this_mitr->first,false,ms);
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}
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}
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++this_mitr;
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}
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else if (ds_mitr->first<this_mitr->first)
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{
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// ds_mitr->first is a new mode, therefore
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// need to insert a new mode entry for ds_mistr->first.
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ModeStack& ms = _modeMap[ds_mitr->first];
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bool new_value = ds_mitr->second & StateAttribute::ON;
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apply_mode(ds_mitr->first,new_value,ms);
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// will need to disable this mode on next apply so set it to changed.
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ms.changed = true;
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++ds_mitr;
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}
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else
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{
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// this_mitr & ds_mitr refer to the same mode, check the overide
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// if any otherwise just apply the incomming mode.
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ModeStack& ms = this_mitr->second;
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if (!ms.valueVec.empty() && ms.valueVec.back() & StateAttribute::OVERRIDE)
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{
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// override is on, there just treat as a normal apply on modes.
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if (ms.changed)
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{
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ms.changed = false;
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bool new_value = ms.valueVec.back() & StateAttribute::ON;
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apply_mode(this_mitr->first,new_value,ms);
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}
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}
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else
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{
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// no override on or no previous entry, therefore consider incomming mode.
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bool new_value = ds_mitr->second & StateAttribute::ON;
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if (apply_mode(ds_mitr->first,new_value,ms))
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{
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ms.changed = true;
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}
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}
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++this_mitr;
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++ds_mitr;
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}
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}
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// iterator over the remaining state modes to apply any previous changes.
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for(;
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this_mitr!=_modeMap.end();
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++this_mitr)
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{
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// note GLMode = this_mitr->first
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ModeStack& ms = this_mitr->second;
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if (ms.changed)
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{
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ms.changed = false;
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if (!ms.valueVec.empty())
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{
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bool new_value = ms.valueVec.back() & StateAttribute::ON;
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apply_mode(this_mitr->first,new_value,ms);
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}
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else
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{
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// assume default of disabled.
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apply_mode(this_mitr->first,false,ms);
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}
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}
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}
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// iterator over the remaining incomming modes to apply any new mode.
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for(;
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ds_mitr!=ds_modeList.end();
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++ds_mitr)
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{
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ModeStack& ms = _modeMap[ds_mitr->first];
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bool new_value = ds_mitr->second & StateAttribute::ON;
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apply_mode(ds_mitr->first,new_value,ms);
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// will need to disable this mode on next apply so set it to changed.
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ms.changed = true;
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}
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}
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// now handle attribute changes
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{
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const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList();
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StateSet::AttributeList::const_iterator ds_aitr=ds_attributeList.begin();
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AttributeMap::iterator this_aitr=_attributeMap.begin();
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while (this_aitr!=_attributeMap.end() && ds_aitr!=ds_attributeList.end())
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{
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if (this_aitr->first<ds_aitr->first)
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{
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// note attribute type = this_aitr->first
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AttributeStack& as = this_aitr->second;
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if (as.changed)
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{
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as.changed = false;
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if (!as.attributeVec.empty())
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{
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const StateAttribute* new_attr = as.attributeVec.back().first;
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apply_attribute(new_attr,as);
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}
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else
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{
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// this is really an error state, in theory we *should* have a
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// global state attribute set for all types.
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//notify(WARN)<<" No global StateAttribute set for type"<<(int)aitr->first<<endl;
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}
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}
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++this_aitr;
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}
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else if (ds_aitr->first<this_aitr->first)
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{
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// ds_mitr->first is a new attribute, therefore
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// need to insert a new attribute entry for ds_aistr->first.
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AttributeStack& as = _attributeMap[ds_aitr->first];
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const StateAttribute* new_attr = ds_aitr->second.first.get();
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apply_attribute(new_attr,as);
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// will need to disable this mode on next apply so set it to changed.
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as.changed = true;
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++ds_aitr;
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}
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else
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{
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// this_mitr & ds_mitr refer to the same mode, check the overide
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// if any otherwise just apply the incomming mode.
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AttributeStack& as = this_aitr->second;
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if (!as.attributeVec.empty() && as.attributeVec.back().second)
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{
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// override is os, there just treat as a normal apply on modes.
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if (as.changed)
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{
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as.changed = false;
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const StateAttribute* new_attr = as.attributeVec.back().first;
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apply_attribute(new_attr,as);
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}
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}
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else
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{
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// no override on or no previous entry, therefore consider incomming mode.
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const StateAttribute* new_attr = ds_aitr->second.first.get();
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if (apply_attribute(new_attr,as))
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{
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as.changed = true;
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}
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}
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++this_aitr;
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++ds_aitr;
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}
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}
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// iterator over the remaining state modes to apply any previous changes.
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for(;
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this_aitr!=_attributeMap.end();
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++this_aitr)
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{
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// note attribute type = this_aitr->first
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AttributeStack& as = this_aitr->second;
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if (as.changed)
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{
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as.changed = false;
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if (!as.attributeVec.empty())
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{
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const StateAttribute* new_attr = as.attributeVec.back().first;
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apply_attribute(new_attr,as);
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}
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else
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{
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// this is really an error state, in theory we *should* have a
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// global state attribute set for all types.
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//notify(WARN)<<" No global StateAttribute set for type"<<(int)aitr->first<<endl;
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}
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}
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}
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// iterator over the remaining incomming modes to apply any new mode.
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for(;
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ds_aitr!=ds_attributeList.end();
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++ds_aitr)
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{
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// ds_mitr->first is a new attribute, therefore
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// need to insert a new attribute entry for ds_aistr->first.
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AttributeStack& as = _attributeMap[ds_aitr->first];
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const StateAttribute* new_attr = ds_aitr->second.first.get();
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apply_attribute(new_attr,as);
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// will need to update this attribute on next apply so set it to changed.
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as.changed = true;
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}
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}
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}
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else
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{
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// no incomming stateset, so simply apply state.
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apply();
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}
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}
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void State::apply()
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{
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// go through all active OpenGL modes, enabling/disable where
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// appropriate.
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for(ModeMap::iterator mitr=_modeMap.begin();
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mitr!=_modeMap.end();
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++mitr)
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{
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// note GLMode = mitr->first
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ModeStack& ms = mitr->second;
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if (ms.changed)
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{
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ms.changed = false;
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if (!ms.valueVec.empty())
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{
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bool new_value = ms.valueVec.back() & StateAttribute::ON;
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apply_mode(mitr->first,new_value,ms);
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}
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else
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{
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// assume default of disabled.
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apply_mode(mitr->first,false,ms);
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}
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}
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}
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// go through all active StateAttribute's, applying where appropriate.
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for(AttributeMap::iterator aitr=_attributeMap.begin();
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aitr!=_attributeMap.end();
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++aitr)
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{
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AttributeStack& as = aitr->second;
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if (as.changed)
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{
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as.changed = false;
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if (!as.attributeVec.empty())
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{
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const StateAttribute* new_attr = as.attributeVec.back().first;
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apply_attribute(new_attr,as);
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}
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else
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{
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// this is really an error state, in theory we *should* have a
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// global state attribute set for all types.
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//notify(WARN)<<" No global StateAttribute set for type"<<(int)aitr->first<<endl;
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}
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}
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}
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}
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/** mode has been set externally, update state to reflect this setting.*/
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void State::have_applied(const StateAttribute::GLMode mode,const StateAttribute::GLModeValue value)
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{
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ModeStack& ms = _modeMap[mode];
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ms.last_applied_value = value & StateAttribute::ON;
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// will need to disable this mode on next apply so set it to changed.
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ms.changed = true;
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}
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/** attribute has been applied externally, update state to reflect this setting.*/
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void State::have_applied(const StateAttribute* attribute)
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{
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if (attribute)
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{
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AttributeStack& as = _attributeMap[attribute->getType()];
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as.last_applied_attribute = attribute;
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// will need to update this attribute on next apply so set it to changed.
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as.changed = true;
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}
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}
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