* EnumerationValue -> EnumeratorValue
* Since some types don't have names (e.g. pointer types or anonymous structs or
unions), each type does now also have a unique ID. The global type cache
registers types by ID and by name (if they have one). This fixes clashes of
types with empty names.
* Completely refactored the code dealing with variable values. Formerly we had
Variable and TypeComponentPath to navigate to a component, mapped to a
BVariant representing the value. Now we have:
* Interface Value with various subclasses (BoolValue, IntegerValue, etc.) to
represent a value, with the flexibility for more esoteric values.
* A tree of ValueNode+ValueNodeChild objects to represent the components of a
variable. On top of each ValueNodeChild sits a ValueNode representing the
value of the component, potentially having ValueNodeChild children. This
should allow casting a component value, simply by replacing its ValueNode.
* Interface ValueHandler and various implementations for the different value
types. It is basically a factory for classes allowing to format/display a
value.
* ValueHandlerRoster -- a registry for ValueHandlers, finding the best one
for a given value.
* Interface TypeHandler and various implementions for the different type
kinds (primitive, compound, address, etc.). It is basically a factory for
ValueNodes for that type.
* TypeHandlerRoster -- a registry for TypeHandlers, finding the best one
for a given type.
That's still a bit work in progress. It introduces at least one regression:
The VariablesView doesn't save/restore its state anymore. Will take a while
until that is added back.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33907 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-11-05 18:15:21 +00:00
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/*
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2015-06-07 13:27:13 -04:00
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* Copyright 2015, Rene Gollent, rene@gollent.com.
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* EnumerationValue -> EnumeratorValue
* Since some types don't have names (e.g. pointer types or anonymous structs or
unions), each type does now also have a unique ID. The global type cache
registers types by ID and by name (if they have one). This fixes clashes of
types with empty names.
* Completely refactored the code dealing with variable values. Formerly we had
Variable and TypeComponentPath to navigate to a component, mapped to a
BVariant representing the value. Now we have:
* Interface Value with various subclasses (BoolValue, IntegerValue, etc.) to
represent a value, with the flexibility for more esoteric values.
* A tree of ValueNode+ValueNodeChild objects to represent the components of a
variable. On top of each ValueNodeChild sits a ValueNode representing the
value of the component, potentially having ValueNodeChild children. This
should allow casting a component value, simply by replacing its ValueNode.
* Interface ValueHandler and various implementations for the different value
types. It is basically a factory for classes allowing to format/display a
value.
* ValueHandlerRoster -- a registry for ValueHandlers, finding the best one
for a given value.
* Interface TypeHandler and various implementions for the different type
kinds (primitive, compound, address, etc.). It is basically a factory for
ValueNodes for that type.
* TypeHandlerRoster -- a registry for TypeHandlers, finding the best one
for a given type.
That's still a bit work in progress. It introduces at least one regression:
The VariablesView doesn't save/restore its state anymore. Will take a while
until that is added back.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33907 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-11-05 18:15:21 +00:00
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* Copyright 2009, Ingo Weinhold, ingo_weinhold@gmx.de.
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* Distributed under the terms of the MIT License.
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*/
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#ifndef ADDRESS_VALUE_NODE_H
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#define ADDRESS_VALUE_NODE_H
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#include "ValueNode.h"
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class AddressValueNodeChild;
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class AddressType;
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class AddressValueNode : public ValueNode {
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public:
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AddressValueNode(ValueNodeChild* nodeChild,
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AddressType* type);
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virtual ~AddressValueNode();
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virtual Type* GetType() const;
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virtual status_t ResolvedLocationAndValue(
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ValueLoader* valueLoader,
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ValueLocation*& _location,
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Value*& _value);
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// locking required
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2015-06-07 13:27:13 -04:00
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virtual status_t CreateChildren(TeamTypeInformation* info);
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* EnumerationValue -> EnumeratorValue
* Since some types don't have names (e.g. pointer types or anonymous structs or
unions), each type does now also have a unique ID. The global type cache
registers types by ID and by name (if they have one). This fixes clashes of
types with empty names.
* Completely refactored the code dealing with variable values. Formerly we had
Variable and TypeComponentPath to navigate to a component, mapped to a
BVariant representing the value. Now we have:
* Interface Value with various subclasses (BoolValue, IntegerValue, etc.) to
represent a value, with the flexibility for more esoteric values.
* A tree of ValueNode+ValueNodeChild objects to represent the components of a
variable. On top of each ValueNodeChild sits a ValueNode representing the
value of the component, potentially having ValueNodeChild children. This
should allow casting a component value, simply by replacing its ValueNode.
* Interface ValueHandler and various implementations for the different value
types. It is basically a factory for classes allowing to format/display a
value.
* ValueHandlerRoster -- a registry for ValueHandlers, finding the best one
for a given value.
* Interface TypeHandler and various implementions for the different type
kinds (primitive, compound, address, etc.). It is basically a factory for
ValueNodes for that type.
* TypeHandlerRoster -- a registry for TypeHandlers, finding the best one
for a given type.
That's still a bit work in progress. It introduces at least one regression:
The VariablesView doesn't save/restore its state anymore. Will take a while
until that is added back.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33907 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-11-05 18:15:21 +00:00
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virtual int32 CountChildren() const;
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virtual ValueNodeChild* ChildAt(int32 index) const;
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private:
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AddressType* fType;
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AddressValueNodeChild* fChild;
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};
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class AddressValueNodeChild : public ValueNodeChild {
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public:
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AddressValueNodeChild(AddressValueNode* parent,
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const BString& name, Type* type);
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virtual ~AddressValueNodeChild();
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virtual const BString& Name() const;
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virtual Type* GetType() const;
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virtual ValueNode* Parent() const;
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virtual status_t ResolveLocation(ValueLoader* valueLoader,
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ValueLocation*& _location);
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private:
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AddressValueNode* fParent;
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BString fName;
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Type* fType;
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};
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#endif // ADDRESS_VALUE_NODE_H
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