Change new_scenes
to new_del_scenes
to avoid issues when deleting a scene.
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parent
2caf78c88a
commit
bb4f8e1c00
4 changed files with 12 additions and 10 deletions
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@ -628,7 +628,7 @@ method loadScene*(self: BlendLoader, name: string="", scene: Scene=nil, callback
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callback(getCurrentExceptionMsg(), nil)
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return
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callback("", scene)
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if scene.name notin self.engine.new_scenes:
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if self.engine.new_del_scenes.getOrDefault(scene.name).isNil:
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# it was deleted
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return
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# TODO: when loading is async, move this stuff after loading has
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@ -173,11 +173,14 @@ proc myou_main_loop*(self: MyouEngine) =
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updateLoadableWorkerThreads()
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# TODO: make a table object that can be iterated while changing, e.g. with a
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# seq and a dirty flag to update the seq
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if self.new_scenes.len != 0:
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for name,scene in self.new_scenes.pairs:
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self.scenes[name] = scene
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self.new_scenes.clear()
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let time = getmonotime().ticks.float/1000000000
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if self.new_del_scenes.len != 0:
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for name,scene in self.new_del_scenes.pairs:
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if scene.nonNil:
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self.scenes[name] = scene
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else: # nil means that the scene is meant to be deleted
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self.scenes.del(name)
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self.new_del_scenes.clear()
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let time = getmonotime().ticks.float/1_000_000_000
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let delta_seconds = time - last_time
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for _,scene in self.scenes.pairs:
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if not scene.enabled:
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@ -96,7 +96,7 @@ proc initScene*(self: Scene, engine: MyouEngine, name: string = "Scene",
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while self.name in engine.scenes:
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collision_seq += 1
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self.name = name & "$" & $collision_seq
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engine.new_scenes[self.name] = self
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engine.new_del_scenes[self.name] = self
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self.mesh_passes.setLen 3
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self.world = newWorld(self)
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self.background_color = vec4(0, 0, 0, 1)
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@ -379,8 +379,7 @@ proc destroy*(self: Scene) =
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for cube in self.cubemaps:
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cube.destroy()
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self.cubemaps = @[]
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self.engine.scenes.del(self.name)
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self.engine.new_scenes.del(self.name)
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self.engine.new_del_scenes[self.name] = nil
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# bound textures can linger
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unbindAllTextures()
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# probably none of this is actually necessary
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@ -86,7 +86,7 @@ type
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glsl_version*: string
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cache_settings*: CacheSettings
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all_framebuffers*: seq[Framebuffer] ## private
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new_scenes*: Table[string, Scene] ## private
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new_del_scenes*: Table[string, Scene] ## private
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# gameobject.nim
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