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314 lines
12 KiB
C++
314 lines
12 KiB
C++
//
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// Node base class header file for the Fast Light Tool Kit (FLTK).
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//
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// Copyright 1998-2025 by Bill Spitzak and others.
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//
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// This library is free software. Distribution and use rights are outlined in
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// the file "COPYING" which should have been included with this file. If this
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// file is missing or damaged, see the license at:
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//
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// https://www.fltk.org/COPYING.php
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//
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// Please see the following page on how to report bugs and issues:
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//
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// https://www.fltk.org/bugs.php
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//
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#ifndef FLUID_NODES_NODE_H
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#define FLUID_NODES_NODE_H
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#include "io/Code_Writer.h"
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#include <FL/Fl_Widget.H>
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#include <FL/fl_draw.H>
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class Node;
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class Group_Node;
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class Window_Node;
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namespace fld {
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namespace io {
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class Project_Reader;
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class Project_Writer;
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} // namespace io
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} // namespace fld
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/**
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Declare where a new type is placed and how to create it.
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Placement can be as the first or last child of the anchor, or right after the
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anchor. In most cases, the anchor is the last selected node.
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If the source is FROM_USER, widgets may be created with default titles and
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labels. Type created FROM_FILE will start with no label, so the label is set
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correctly later.
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\see Node *Fl_..._Type::make(Strategy strategy) calls `add()`
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Add single Type:
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Node *add_new_widget_from_user(Node *inPrototype, Strategy strategy, bool and_open)
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Node *add_new_widget_from_user(const char *inName, Strategy strategy, bool and_open)
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Node *add_new_widget_from_file(const char *inName, Strategy strategy)
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Add a hierarchy of Types
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void Node::add(Node *p, Strategy strategy)
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int read_file(const char *filename, int merge, Strategy strategy)
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Node *fld::io::Project_Reader::read_children(Node *p, int merge, Strategy strategy, char skip_options)
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int fld::io::Project_Reader::read_project(const char *filename, int merge, Strategy strategy)
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*/
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typedef struct Strategy {
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enum Flags {
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AS_FIRST_CHILD = 0x0000,
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AS_LAST_CHILD = 0x0001,
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AFTER_CURRENT = 0x0002,
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PLACEMENT_MASK = 0x000f,
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FROM_USER = 0x0000,
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FROM_FILE = 0x0010,
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SOURCE_MASK = 0x00f0,
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FROM_FILE_AS_FIRST_CHILD = 0x0010,
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FROM_FILE_AS_LAST_CHILD = 0x0011,
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FROM_FILE_AFTER_CURRENT = 0x0012,
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};
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Flags flags;
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Strategy(Flags f) { flags = f; }
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void placement(Flags f) { flags = (Flags)((flags & ~PLACEMENT_MASK) | (f & PLACEMENT_MASK)); }
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Flags placement() { return (Flags)(flags & PLACEMENT_MASK); }
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void source(Flags f) { flags = (Flags)((flags & ~SOURCE_MASK) | (f & SOURCE_MASK)); }
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Flags source() { return (Flags)(flags & SOURCE_MASK); }
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} Strategy;
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enum class Type {
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// administrative
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Base_, Widget_, Menu_Manager_, Menu_, Browser_, Valuator_,
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// non-widget
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Function, Code, CodeBlock,
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Decl, DeclBlock, Class,
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Widget_Class, Comment, Data,
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// groups
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Window, Group, Pack,
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Flex, Tabs, Scroll,
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Tile, Wizard, Grid,
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// buttons
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Button, Return_Button, Light_Button,
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Check_Button, Repeat_Button, Round_Button,
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// valuators
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Slider, Scrollbar, Value_Slider,
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Adjuster, Counter, Spinner,
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Dial, Roller, Value_Input, Value_Output,
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// text
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Input, Output, Text_Editor,
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Text_Display, File_Input, Terminal,
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// menus
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Menu_Bar, Menu_Button, Choice,
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Input_Choice, Submenu, Menu_Item,
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Checkbox_Menu_Item, Radio_Menu_Item,
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// browsers
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Browser, Check_Browser, File_Browser,
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Tree, Help_View, Table,
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// misc
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Box, Clock, Progress,
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Max_
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};
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void update_visibility_flag(Node *p);
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void delete_all(int selected_only=0);
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int storestring(const char *n, const char * & p, int nostrip=0);
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void select_all_cb(Fl_Widget *,void *);
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void select_none_cb(Fl_Widget *,void *);
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void earlier_cb(Fl_Widget*,void*);
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void later_cb(Fl_Widget*,void*);
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#ifndef NDEBUG
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void print_project_tree();
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bool validate_project_tree();
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bool validate_independent_branch(class Node *root);
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bool validate_branch(class Node *root);
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#endif
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/**
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\brief This is the base class for all elements in the project tree.
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All widgets and other types in the project are derived from Fl_Types. They
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are organized in a doubly linked list. Every Type also has depth information
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to create a pseudo tree structure. To make walking up the tree faster, Type
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also holds a pointer to the `parent` Type.
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Types can be identified using the builtin Type system that works like RTTI. The
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method `type()` returns the exact type, and the method `is_a(Type)` returns true
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if this is the exact type or derived from the type, and a dynamic cast will
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work reliably.
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\todo it would be nice if we can handle multiple independent trees. To do that
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we must remove static members like `first` and `last`.
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\todo add virtual methods to handle events, draw widgets, and draw overlays.
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It may also make sense to have a virtual method that returns a boolean if
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a specific type can be added as a child.
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\todo it may make sense to have a readable iterator class instead of relying
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on pointer manipulation. Or use std in future releases.
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*/
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class Node {
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/** Copy the label text to Widgets and Windows, does nothing in Type. */
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virtual void setlabel(const char *) { } // virtual part of label(char*)
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protected:
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Node();
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/** Name of a widget, or code some non-widget Types. */
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const char *name_;
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/** Label text of a widget. */
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const char *label_;
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/** If it is just a word, it's the name of the callback function. Otherwise
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it is the full callback C++ code. Can be nullptr. */
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const char *callback_;
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/** Widget user data field as C++ text. */
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const char *user_data_;
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/** Widget user data type as C++ text, usually `void*` or `long`. */
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const char *user_data_type_;
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/** Optional comment for every node in the graph. Visible in browser and
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panels, and will also be copied to the source code. */
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const char *comment_;
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/** a unique ID within the project */
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unsigned short uid_;
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public: // things that should not be public:
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// TODO: reference back to the tree
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/** Quick link to the parent Type instead of walking up the linked list. */
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Node *parent;
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/** This type is rendered "selected" in the tree browser. */
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char new_selected; // browser highlight
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/** Backup storage for selection if an error occurred during some operation
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(see `haderror`). It seems that this is often confused with new_selected
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which seems to hold the true and visible selection state. */
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char selected; // copied here by selection_changed()
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char folded_; // if set, children are not shown in browser
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char visible; // true if all parents are open
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int level; // number of parents over this
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Node *next, *prev;
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Node *prev_sibling();
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Node *next_sibling();
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Node *first_child();
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Node *factory;
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const char *callback_name(fld::io::Code_Writer& f);
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// text positions of this type in code, header, and project file (see codeview)
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int code_static_start, code_static_end;
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int code1_start, code1_end;
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int code2_start, code2_end;
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int header1_start, header1_end;
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int header2_start, header2_end;
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int header_static_start, header_static_end;
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int proj1_start, proj1_end;
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int proj2_start, proj2_end;
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protected:
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int user_defined(const char* cbname) const;
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public:
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virtual ~Node();
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virtual Node *make(Strategy strategy) = 0;
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Window_Node *window();
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Group_Node *group();
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void add(Node *parent, Strategy strategy);
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void insert(Node *n); // insert into list before n
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Node* remove(); // remove from list
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void move_before(Node*); // move before a sibling
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virtual const char *title(); // string for browser
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virtual const char *type_name() = 0; // type for code output
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virtual const char *alt_type_name() { return type_name(); } // alternate type for FLTK2 code output
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const char *name() const {return name_;}
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void name(const char *);
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const char *label() const {return label_;}
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void label(const char *);
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const char *callback() const {return callback_;}
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void callback(const char *);
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const char *user_data() const {return user_data_;}
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void user_data(const char *);
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const char *user_data_type() const {return user_data_type_;}
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void user_data_type(const char *);
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const char *comment() { return comment_; }
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void comment(const char *);
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virtual Node* click_test(int,int) { return nullptr; }
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virtual void add_child(Node *, Node *beforethis) { (void)beforethis; }
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virtual void move_child(Node *, Node *beforethis) { (void)beforethis; }
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virtual void remove_child(Node*) { }
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/** Give widgets a chance to arrange their children after all children were added.
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If adding individual children, this is called immediately, but if children
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are read via a project file, we wait until all children are read and then
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lay out the group.
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*/
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virtual void layout_widget() { }
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virtual void open(); // what happens when you double-click
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// read and write data to a saved file:
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virtual void write(fld::io::Project_Writer &f);
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virtual void write_properties(fld::io::Project_Writer &f);
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virtual void read_property(fld::io::Project_Reader &f, const char *);
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virtual void write_parent_properties(fld::io::Project_Writer &f, Node *child, bool encapsulate);
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virtual void read_parent_property(fld::io::Project_Reader &f, Node *child, const char *property);
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virtual int read_fdesign(const char*, const char*);
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virtual void postprocess_read() { }
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// write code, these are called in order:
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virtual void write_static(fld::io::Code_Writer& f); // write static stuff to .c file
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virtual void write_static_after(fld::io::Code_Writer& f); // write static stuff after children
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virtual void write_code1(fld::io::Code_Writer& f); // code and .h before children
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virtual void write_code2(fld::io::Code_Writer& f); // code and .h after children
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void write_comment_h(fld::io::Code_Writer& f, const char *ind=""); // write the commentary text into the header file
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void write_comment_c(fld::io::Code_Writer& f, const char *ind=""); // write the commentary text into the source file
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void write_comment_inline_c(fld::io::Code_Writer& f, const char *ind=nullptr); // write the commentary text
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// live mode
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virtual Fl_Widget *enter_live_mode(int top=0); // build widgets needed for live mode
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virtual void leave_live_mode(); // free allocated resources
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virtual void copy_properties(); // copy properties from this type into a potential live object
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virtual void copy_properties_for_children() { } // copy remaining properties after children were added
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// get message number for I18N
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int msgnum();
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/** Return 1 if the Type can have children. */
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virtual int can_have_children() const {return 0;}
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/** Return 1 if the type is a widget or menu item. */
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virtual int is_widget() const {return 0;}
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/** Return 1 if the type is a widget but not a menu item. */
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virtual int is_true_widget() const {return 0;}
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/** Return 1 if a type behaves like a button (Fl_Button and Fl_Menu_Item and derived, but not Submenu_Node. */
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virtual int is_button() const {return 0;}
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/** Return 1 if this is a Widget_Class_Node, CodeBlock_Node, or Function_Node */
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virtual int is_code_block() const {return 0;}
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/** Return 1 if this is a Widget_Class_Node, Class_Node, or DeclBlock_Node */
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virtual int is_decl_block() const {return 0;}
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/** Return 1 if this is a Class_Node or Widget_Class_Node. */
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virtual int is_class() const {return 0;}
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/** Return 1 if the type browser shall draw a padlock over the icon. */
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virtual int is_public() const {return 1;}
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/** Return the type Type for this Type. */
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virtual Type type() const { return Type::Base_; }
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/** Check if this Type is of the give type Type or derived from that type Type. */
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virtual bool is_a(Type inType) const { return (inType==Type::Base_); }
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const char* class_name(const int need_nest) const;
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bool is_in_class() const;
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int has_function(const char*, const char*) const;
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unsigned short set_uid(unsigned short suggested_uid=0);
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unsigned short get_uid() { return uid_; }
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};
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#endif // FLUID_NODES_NODE_H
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