* 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`.
107 lines
3.0 KiB
C++
107 lines
3.0 KiB
C++
//
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// Node Tree 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_TREE_H
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#define FLUID_NODES_TREE_H
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#include "nodes/Widget_Node.h"
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class Node;
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namespace fld {
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class Project;
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namespace node {
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class Tree {
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// A class that can iterate over the entire scene graph.
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class Iterator {
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Node *type_ = nullptr;
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bool only_selected_ = false;
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public:
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explicit Iterator(Node *t, bool only_selected);
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Node* operator*() { return type_; }
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Iterator& operator++();
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bool operator!=(const Iterator& other) const { return type_ != other.type_; }
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};
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// A container for a node iterator
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class Container {
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Tree &tree_;
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bool only_selected_ = false;
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public:
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Container(Tree &tree, bool only_selected) : tree_(tree), only_selected_(only_selected) { }
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Iterator begin() { return Iterator(tree_.first, only_selected_); }
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Iterator end() { return Iterator(nullptr, only_selected_); }
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};
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// A class that iterate over the scene graph, but returns only nodes of type widget.
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class WIterator {
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Node *type_ = nullptr;
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bool only_selected_ = false;
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public:
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explicit WIterator(Node *t, bool only_selected);
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Widget_Node* operator*() { return static_cast<Widget_Node*>(type_); }
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WIterator& operator++();
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bool operator!=(const WIterator& other) const { return type_ != other.type_; }
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};
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// A container for a widget node iterator
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class WContainer {
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Tree &tree_;
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bool only_selected_ = false;
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public:
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WContainer(Tree &tree, bool only_selected) : tree_(tree), only_selected_(only_selected) { }
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WIterator begin() { return WIterator(tree_.first, only_selected_); }
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WIterator end() { return WIterator(nullptr, only_selected_); }
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};
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/// Link Tree class to the project.
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Project &proj_;
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public:
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Node *first = nullptr;
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Node *last = nullptr;
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Node *current = nullptr; // most recently picked object
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Node *current_dnd = nullptr;
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/// If this is greater zero, widgets will be allowed to lay out their children.
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int allow_layout = 0;
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public:
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Tree(Project &proj);
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bool empty() { return first == nullptr; }
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// Iterators: `for (auto &n: tree.all_nodes()) { n.print(); }
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Container all_nodes() { return Container(*this, false); }
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WContainer all_widgets() { return WContainer(*this, false); }
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Container all_selected_nodes() { return Container(*this, true); }
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WContainer all_selected_widgets() { return WContainer(*this, true); }
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Node *find_by_uid(unsigned short uid);
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Node *find_in_text(int text_type, int crsr);
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};
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} // namespace node
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} // namespace fld
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#endif // FLUID_NODES_TREE_H
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