Cleanup: Rename node UI storage function
"ensure" makes more sense in this case because the function actually adds an item to the map if one doesn't exist yet.
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@ -33,7 +33,7 @@ using blender::Map;
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using blender::StringRef;
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using blender::Vector;
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static void ui_storage_ensure(bNodeTree &ntree)
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NodeTreeUIStorage &ui_storage_ensure(bNodeTree &ntree)
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{
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if (ntree.ui_storage == nullptr) {
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ntree.ui_storage = new NodeTreeUIStorage();
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@ -109,12 +109,11 @@ static void node_error_message_log(bNodeTree &ntree,
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}
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}
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static NodeUIStorage &find_node_ui_storage(bNodeTree &ntree,
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const NodeTreeEvaluationContext &context,
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const bNode &node)
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static NodeUIStorage &node_ui_storage_ensure(bNodeTree &ntree,
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const NodeTreeEvaluationContext &context,
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const bNode &node)
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{
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ui_storage_ensure(ntree);
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NodeTreeUIStorage &ui_storage = *ntree.ui_storage;
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NodeTreeUIStorage &ui_storage = ui_storage_ensure(ntree);
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Map<std::string, NodeUIStorage> &node_tree_ui_storage =
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ui_storage.context_map.lookup_or_add_default(context);
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@ -133,7 +132,7 @@ void BKE_nodetree_error_message_add(bNodeTree &ntree,
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{
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node_error_message_log(ntree, node, message, type);
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NodeUIStorage &node_ui_storage = find_node_ui_storage(ntree, context, node);
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NodeUIStorage &node_ui_storage = node_ui_storage_ensure(ntree, context, node);
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node_ui_storage.warnings.append({type, std::move(message)});
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}
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@ -142,6 +141,6 @@ void BKE_nodetree_attribute_hint_add(bNodeTree &ntree,
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const bNode &node,
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const StringRef attribute_name)
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{
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NodeUIStorage &node_ui_storage = find_node_ui_storage(ntree, context, node);
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NodeUIStorage &node_ui_storage = node_ui_storage_ensure(ntree, context, node);
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node_ui_storage.attribute_name_hints.add_as(attribute_name);
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}
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