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* 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
76 lines
1.8 KiB
C++
76 lines
1.8 KiB
C++
/*
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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 VALUE_NODE_CONTAINER_H
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#define VALUE_NODE_CONTAINER_H
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#include <Locker.h>
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#include <ObjectList.h>
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#include <Referenceable.h>
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class ValueNode;
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class ValueNodeChild;
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class ValueNodeContainer : public BReferenceable {
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public:
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class Listener;
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public:
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ValueNodeContainer();
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virtual ~ValueNodeContainer();
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status_t Init();
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inline bool Lock() { return fLock.Lock(); }
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inline void Unlock() { fLock.Unlock(); }
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int32 CountChildren() const;
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ValueNodeChild* ChildAt(int32 index) const;
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bool AddChild(ValueNodeChild* child);
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void RemoveChild(ValueNodeChild* child);
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void RemoveAllChildren();
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bool AddListener(Listener* listener);
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void RemoveListener(Listener* listener);
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// container must be locked
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void NotifyValueNodeChanged(
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ValueNodeChild* nodeChild,
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ValueNode* oldNode, ValueNode* newNode);
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void NotifyValueNodeChildrenCreated(ValueNode* node);
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void NotifyValueNodeChildrenDeleted(ValueNode* node);
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void NotifyValueNodeValueChanged(ValueNode* node);
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private:
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typedef BObjectList<ValueNodeChild> NodeChildList;
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typedef BObjectList<Listener> ListenerList;
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private:
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BLocker fLock;
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NodeChildList fChildren;
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ListenerList fListeners;
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};
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class ValueNodeContainer::Listener {
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public:
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virtual ~Listener();
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// container is locked
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virtual void ValueNodeChanged(ValueNodeChild* nodeChild,
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ValueNode* oldNode, ValueNode* newNode);
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virtual void ValueNodeChildrenCreated(ValueNode* node);
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virtual void ValueNodeChildrenDeleted(ValueNode* node);
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virtual void ValueNodeValueChanged(ValueNode* node);
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};
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#endif // VALUE_NODE_CONTAINER_H
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