fltk/fluid/nodes/Tree.h
Matthias Melcher 51a55bc736
Fluid: restructuring and rejuvenation of the source code.
* Add classes for application and project
* Removed all globals from Fluid.h
* Extracting args and project history into their own classes
* Moving globals into Application class
* Initialize values inside headers for some classes.
* Undo functionality wrapped in a class inside Project.
* File reader and writer are now linked to a project.
* Avoid global project access
* Nodes (former Types) will be managed by a new Tree class.
* Removed static members (hidden globals) form Node/Fl_Type.
* Adding Tree iterator.
* Use nullptr instead of 0, NULL, or 0L
* Renamed Fl_..._Type to ..._Node, FL_OVERRIDE -> override
* Renaming ..._type to ...::prototype
* Splitting Widget Panel into multiple files.
* Moved callback code into widget panel file.
* Cleaning up Fluid_Image -> Image_asset
* Moving Fd_Snap_Action into new namespace fld::app::Snap_Action etc.
* Moved mergeback into proj folder.
* `enum ID` is now `enum class Type`.
2025-03-16 17:16:12 -04:00

107 lines
3.0 KiB
C++

//
// Node Tree header file for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2025 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// https://www.fltk.org/COPYING.php
//
// Please see the following page on how to report bugs and issues:
//
// https://www.fltk.org/bugs.php
//
#ifndef FLUID_NODES_TREE_H
#define FLUID_NODES_TREE_H
#include "nodes/Widget_Node.h"
class Node;
namespace fld {
class Project;
namespace node {
class Tree {
// A class that can iterate over the entire scene graph.
class Iterator {
Node *type_ = nullptr;
bool only_selected_ = false;
public:
explicit Iterator(Node *t, bool only_selected);
Node* operator*() { return type_; }
Iterator& operator++();
bool operator!=(const Iterator& other) const { return type_ != other.type_; }
};
// A container for a node iterator
class Container {
Tree &tree_;
bool only_selected_ = false;
public:
Container(Tree &tree, bool only_selected) : tree_(tree), only_selected_(only_selected) { }
Iterator begin() { return Iterator(tree_.first, only_selected_); }
Iterator end() { return Iterator(nullptr, only_selected_); }
};
// A class that iterate over the scene graph, but returns only nodes of type widget.
class WIterator {
Node *type_ = nullptr;
bool only_selected_ = false;
public:
explicit WIterator(Node *t, bool only_selected);
Widget_Node* operator*() { return static_cast<Widget_Node*>(type_); }
WIterator& operator++();
bool operator!=(const WIterator& other) const { return type_ != other.type_; }
};
// A container for a widget node iterator
class WContainer {
Tree &tree_;
bool only_selected_ = false;
public:
WContainer(Tree &tree, bool only_selected) : tree_(tree), only_selected_(only_selected) { }
WIterator begin() { return WIterator(tree_.first, only_selected_); }
WIterator end() { return WIterator(nullptr, only_selected_); }
};
/// Link Tree class to the project.
Project &proj_;
public:
Node *first = nullptr;
Node *last = nullptr;
Node *current = nullptr; // most recently picked object
Node *current_dnd = nullptr;
/// If this is greater zero, widgets will be allowed to lay out their children.
int allow_layout = 0;
public:
Tree(Project &proj);
bool empty() { return first == nullptr; }
// Iterators: `for (auto &n: tree.all_nodes()) { n.print(); }
Container all_nodes() { return Container(*this, false); }
WContainer all_widgets() { return WContainer(*this, false); }
Container all_selected_nodes() { return Container(*this, true); }
WContainer all_selected_widgets() { return WContainer(*this, true); }
Node *find_by_uid(unsigned short uid);
Node *find_in_text(int text_type, int crsr);
};
} // namespace node
} // namespace fld
#endif // FLUID_NODES_TREE_H