[core] rename TileData::State to DataAvailability and make it private

This commit is contained in:
Konstantin Käfer
2016-05-25 20:52:19 +02:00
parent 6f1477f2d4
commit b4de5f472a
10 changed files with 55 additions and 60 deletions

View File

@@ -29,11 +29,14 @@ void Painter::renderDebugText(TileData& tileData, const mat4 &matrix) {
config.depthTest = GL_FALSE;
if (!tileData.debugBucket || tileData.debugBucket->state != tileData.getState()
|| !(tileData.debugBucket->modified == tileData.modified)
|| !(tileData.debugBucket->expires == tileData.expires)
|| tileData.debugBucket->debugMode != frame.debugOptions) {
tileData.debugBucket = std::make_unique<DebugBucket>(tileData.id, tileData.getState(), tileData.modified, tileData.expires, frame.debugOptions);
if (!tileData.debugBucket || tileData.debugBucket->renderable != tileData.isRenderable() ||
tileData.debugBucket->complete != tileData.isComplete() ||
!(tileData.debugBucket->modified == tileData.modified) ||
!(tileData.debugBucket->expires == tileData.expires) ||
tileData.debugBucket->debugMode != frame.debugOptions) {
tileData.debugBucket = std::make_unique<DebugBucket>(
tileData.id, tileData.isRenderable(), tileData.isComplete(), tileData.modified,
tileData.expires, frame.debugOptions);
}
config.program = plainShader->getID();