haiku/src/apps/debugger/value/ValueNodeContainer.h
Ingo Weinhold 59ea286fac * 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

76 lines
1.8 KiB
C++

/*
* Copyright 2009, Ingo Weinhold, ingo_weinhold@gmx.de.
* Distributed under the terms of the MIT License.
*/
#ifndef VALUE_NODE_CONTAINER_H
#define VALUE_NODE_CONTAINER_H
#include <Locker.h>
#include <ObjectList.h>
#include <Referenceable.h>
class ValueNode;
class ValueNodeChild;
class ValueNodeContainer : public BReferenceable {
public:
class Listener;
public:
ValueNodeContainer();
virtual ~ValueNodeContainer();
status_t Init();
inline bool Lock() { return fLock.Lock(); }
inline void Unlock() { fLock.Unlock(); }
int32 CountChildren() const;
ValueNodeChild* ChildAt(int32 index) const;
bool AddChild(ValueNodeChild* child);
void RemoveChild(ValueNodeChild* child);
void RemoveAllChildren();
bool AddListener(Listener* listener);
void RemoveListener(Listener* listener);
// container must be locked
void NotifyValueNodeChanged(
ValueNodeChild* nodeChild,
ValueNode* oldNode, ValueNode* newNode);
void NotifyValueNodeChildrenCreated(ValueNode* node);
void NotifyValueNodeChildrenDeleted(ValueNode* node);
void NotifyValueNodeValueChanged(ValueNode* node);
private:
typedef BObjectList<ValueNodeChild> NodeChildList;
typedef BObjectList<Listener> ListenerList;
private:
BLocker fLock;
NodeChildList fChildren;
ListenerList fListeners;
};
class ValueNodeContainer::Listener {
public:
virtual ~Listener();
// container is locked
virtual void ValueNodeChanged(ValueNodeChild* nodeChild,
ValueNode* oldNode, ValueNode* newNode);
virtual void ValueNodeChildrenCreated(ValueNode* node);
virtual void ValueNodeChildrenDeleted(ValueNode* node);
virtual void ValueNodeValueChanged(ValueNode* node);
};
#endif // VALUE_NODE_CONTAINER_H