| 
							- /*
 -   ==============================================================================
 - 
 -    This file is part of the JUCE library.
 -    Copyright (c) 2017 - ROLI Ltd.
 - 
 -    JUCE is an open source library subject to commercial or open-source
 -    licensing.
 - 
 -    By using JUCE, you agree to the terms of both the JUCE 5 End-User License
 -    Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
 -    27th April 2017).
 - 
 -    End User License Agreement: www.juce.com/juce-5-licence
 -    Privacy Policy: www.juce.com/juce-5-privacy-policy
 - 
 -    Or: You may also use this code under the terms of the GPL v3 (see
 -    www.gnu.org/licenses).
 - 
 -    JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 -    EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 -    DISCLAIMED.
 - 
 -   ==============================================================================
 - */
 - 
 - namespace juce
 - {
 - 
 - //==============================================================================
 - /**
 -     A powerful tree structure that can be used to hold free-form data, and which can
 -     handle its own undo and redo behaviour.
 - 
 -     A ValueTree contains a list of named properties as var objects, and also holds
 -     any number of sub-trees.
 - 
 -     Create ValueTree objects on the stack, and don't be afraid to copy them around, as
 -     they're simply a lightweight reference to a shared data container. Creating a copy
 -     of another ValueTree simply creates a new reference to the same underlying object - to
 -     make a separate, deep copy of a tree you should explicitly call createCopy().
 - 
 -     Each ValueTree has a type name, in much the same way as an XmlElement has a tag name,
 -     and much of the structure of a ValueTree is similar to an XmlElement tree.
 -     You can convert a ValueTree to and from an XmlElement, and as long as the XML doesn't
 -     contain text elements, the conversion works well and makes a good serialisation
 -     format. They can also be serialised to a binary format, which is very fast and compact.
 - 
 -     All the methods that change data take an optional UndoManager, which will be used
 -     to track any changes to the object. For this to work, you have to be careful to
 -     consistently always use the same UndoManager for all operations to any node inside
 -     the tree.
 - 
 -     A ValueTree can only be a child of one parent at a time, so if you're moving one from
 -     one tree to another, be careful to always remove it first, before adding it. This
 -     could also mess up your undo/redo chain, so be wary! In a debug build you should hit
 -     assertions if you try to do anything dangerous, but there are still plenty of ways it
 -     could go wrong.
 - 
 -     Note that although the children in a tree have a fixed order, the properties are not
 -     guaranteed to be stored in any particular order, so don't expect that a property's index
 -     will correspond to the order in which the property was added, or that it will remain
 -     constant when other properties are added or removed.
 - 
 -     Listeners can be added to a ValueTree to be told when properies change and when
 -     nodes are added or removed.
 - 
 -     @see var, XmlElement
 - */
 - class JUCE_API  ValueTree  final
 - {
 - public:
 -     //==============================================================================
 -     /** Creates an empty, invalid ValueTree.
 - 
 -         A ValueTree that is created with this constructor can't actually be used for anything,
 -         it's just a default 'null' ValueTree that can be returned to indicate some sort of failure.
 -         To create a real one, use the constructor that takes a string.
 -     */
 -     ValueTree() noexcept;
 - 
 -     /** Creates an empty ValueTree with the given type name.
 -         Like an XmlElement, each ValueTree node has a type, which you can access with
 -         getType() and hasType().
 -     */
 -     explicit ValueTree (const Identifier& type);
 - 
 -     /** Creates a reference to another ValueTree. */
 -     ValueTree (const ValueTree&) noexcept;
 - 
 -     /** Makes this object reference another node. */
 -     ValueTree& operator= (const ValueTree&);
 - 
 -     /** Move constructor */
 -     ValueTree (ValueTree&&) noexcept;
 - 
 -     /** Destructor. */
 -     ~ValueTree();
 - 
 -     /** Returns true if both this and the other tree node refer to the same underlying structure.
 -         Note that this isn't a value comparison - two independently-created trees which
 -         contain identical data are not considered equal.
 -     */
 -     bool operator== (const ValueTree&) const noexcept;
 - 
 -     /** Returns true if this and the other node refer to different underlying structures.
 -         Note that this isn't a value comparison - two independently-created trees which
 -         contain identical data are not considered equal.
 -     */
 -     bool operator!= (const ValueTree&) const noexcept;
 - 
 -     /** Performs a deep comparison between the properties and children of two trees.
 -         If all the properties and children of the two trees are the same (recursively), this
 -         returns true.
 -         The normal operator==() only checks whether two trees refer to the same shared data
 -         structure, so use this method if you need to do a proper value comparison.
 -     */
 -     bool isEquivalentTo (const ValueTree&) const;
 - 
 -     //==============================================================================
 -     /** Returns true if this node refers to some valid data.
 -         It's hard to create an invalid node, but you might get one returned, e.g. by an out-of-range
 -         call to getChild().
 -     */
 -     bool isValid() const noexcept                           { return object != nullptr; }
 - 
 -     /** Returns a deep copy of this tree and all its sub-nodes. */
 -     ValueTree createCopy() const;
 - 
 -     //==============================================================================
 -     /** Returns the type of this node.
 -         The type is specified when the ValueTree is created.
 -         @see hasType
 -     */
 -     Identifier getType() const noexcept;
 - 
 -     /** Returns true if the node has this type.
 -         The comparison is case-sensitive.
 -     */
 -     bool hasType (const Identifier& typeName) const noexcept;
 - 
 -     //==============================================================================
 -     /** Returns the value of a named property.
 -         If no such property has been set, this will return a void variant.
 -         You can also use operator[] to get a property.
 -         @see var, setProperty, getPropertyPointer, hasProperty
 -     */
 -     const var& getProperty (const Identifier& name) const noexcept;
 - 
 -     /** Returns the value of a named property, or the value of defaultReturnValue
 -         if the property doesn't exist.
 -         You can also use operator[] and getProperty to get a property.
 -         @see var, getProperty, getPropertyPointer, setProperty, hasProperty
 -     */
 -     var getProperty (const Identifier& name, const var& defaultReturnValue) const;
 - 
 -     /** Returns a pointer to the value of a named property, or nullptr if the property
 -         doesn't exist.
 -         @see var, getProperty, setProperty, hasProperty
 -     */
 -     const var* getPropertyPointer (const Identifier& name) const noexcept;
 - 
 -     /** Returns the value of a named property.
 -         If no such property has been set, this will return a void variant. This is the same as
 -         calling getProperty().
 -         @see getProperty
 -     */
 -     const var& operator[] (const Identifier& name) const noexcept;
 - 
 -     /** Changes a named property of the node.
 -         The name identifier must not be an empty string.
 -         If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
 -         so that this change can be undone.
 -         @see var, getProperty, removeProperty
 -         @returns a reference to the value tree, so that you can daisy-chain calls to this method.
 -     */
 -     ValueTree& setProperty (const Identifier& name, const var& newValue, UndoManager* undoManager);
 - 
 -     /** Returns true if the node contains a named property. */
 -     bool hasProperty (const Identifier& name) const noexcept;
 - 
 -     /** Removes a property from the node.
 -         If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
 -         so that this change can be undone.
 -     */
 -     void removeProperty (const Identifier& name, UndoManager* undoManager);
 - 
 -     /** Removes all properties from the node.
 -         If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
 -         so that this change can be undone.
 -     */
 -     void removeAllProperties (UndoManager* undoManager);
 - 
 -     /** Returns the total number of properties that the node contains.
 -         @see getProperty.
 -     */
 -     int getNumProperties() const noexcept;
 - 
 -     /** Returns the identifier of the property with a given index.
 -         Note that properties are not guaranteed to be stored in any particular order, so don't
 -         expect that the index will correspond to the order in which the property was added, or
 -         that it will remain constant when other properties are added or removed.
 -         @see getNumProperties
 -     */
 -     Identifier getPropertyName (int index) const noexcept;
 - 
 -     /** Returns a Value object that can be used to control and respond to one of the tree's properties.
 - 
 -         The Value object will maintain a reference to this tree, and will use the undo manager when
 -         it needs to change the value. Attaching a Value::Listener to the value object will provide
 -         callbacks whenever the property changes.
 -         If shouldUpdateSynchronously is true the Value::Listener will be updated synchronously.
 -         @see ValueSource::sendChangeMessage (bool)
 -     */
 -     Value getPropertyAsValue (const Identifier& name, UndoManager* undoManager,
 -                               bool shouldUpdateSynchronously = false);
 - 
 -     /** Overwrites all the properties in this tree with the properties of the source tree.
 -         Any properties that already exist will be updated; and new ones will be added, and
 -         any that are not present in the source tree will be removed.
 -     */
 -     void copyPropertiesFrom (const ValueTree& source, UndoManager* undoManager);
 - 
 -     //==============================================================================
 -     /** Returns the number of child nodes belonging to this one.
 -         @see getChild
 -     */
 -     int getNumChildren() const noexcept;
 - 
 -     /** Returns one of this node's child nodes.
 -         If the index is out of range, it'll return an invalid node. (See isValid() to find out
 -         whether a node is valid).
 -     */
 -     ValueTree getChild (int index) const;
 - 
 -     /** Returns the first child node with the specified type name.
 -         If no such node is found, it'll return an invalid node. (See isValid() to find out
 -         whether a node is valid).
 -         @see getOrCreateChildWithName
 -     */
 -     ValueTree getChildWithName (const Identifier& type) const;
 - 
 -     /** Returns the first child node with the specified type name, creating and adding
 -         a child with this name if there wasn't already one there.
 - 
 -         The only time this will return an invalid object is when the object that you're calling
 -         the method on is itself invalid.
 -         @see getChildWithName
 -     */
 -     ValueTree getOrCreateChildWithName (const Identifier& type, UndoManager* undoManager);
 - 
 -     /** Looks for the first child node that has the specified property value.
 - 
 -         This will scan the child nodes in order, until it finds one that has property that matches
 -         the specified value.
 - 
 -         If no such node is found, it'll return an invalid node. (See isValid() to find out
 -         whether a node is valid).
 -     */
 -     ValueTree getChildWithProperty (const Identifier& propertyName, const var& propertyValue) const;
 - 
 -     /** Adds a child to this node.
 - 
 -         Make sure that the child is removed from any former parent node before calling this, or
 -         you'll hit an assertion.
 - 
 -         If the index is < 0 or greater than the current number of child nodes, the new node will
 -         be added at the end of the list.
 - 
 -         If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
 -         so that this change can be undone.
 -     */
 -     void addChild (const ValueTree& child, int index, UndoManager* undoManager);
 - 
 -     /** Removes the specified child from this node's child-list.
 -         If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
 -         so that this change can be undone.
 -     */
 -     void removeChild (const ValueTree& child, UndoManager* undoManager);
 - 
 -     /** Removes a child from this node's child-list.
 -         If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
 -         so that this change can be undone.
 -     */
 -     void removeChild (int childIndex, UndoManager* undoManager);
 - 
 -     /** Removes all child-nodes from this node.
 -         If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
 -         so that this change can be undone.
 -     */
 -     void removeAllChildren (UndoManager* undoManager);
 - 
 -     /** Moves one of the children to a different index.
 - 
 -         This will move the child to a specified index, shuffling along any intervening
 -         items as required. So for example, if you have a list of { 0, 1, 2, 3, 4, 5 }, then
 -         calling move (2, 4) would result in { 0, 1, 3, 4, 2, 5 }.
 - 
 -         @param currentIndex     the index of the item to be moved. If this isn't a
 -                                 valid index, then nothing will be done
 -         @param newIndex         the index at which you'd like this item to end up. If this
 -                                 is less than zero, the value will be moved to the end
 -                                 of the list
 -         @param undoManager      the optional UndoManager to use to store this transaction
 -     */
 -     void moveChild (int currentIndex, int newIndex, UndoManager* undoManager);
 - 
 -     /** Returns true if this node is anywhere below the specified parent node.
 -         This returns true if the node is a child-of-a-child, as well as a direct child.
 -     */
 -     bool isAChildOf (const ValueTree& possibleParent) const noexcept;
 - 
 -     /** Returns the index of a child item in this parent.
 -         If the child isn't found, this returns -1.
 -     */
 -     int indexOf (const ValueTree& child) const noexcept;
 - 
 -     /** Returns the parent node that contains this one.
 -         If the node has no parent, this will return an invalid node. (See isValid() to find out
 -         whether a node is valid).
 -     */
 -     ValueTree getParent() const noexcept;
 - 
 -     /** Recusrively finds the highest-level parent node that contains this one.
 -         If the node has no parent, this will return itself.
 -     */
 -     ValueTree getRoot() const noexcept;
 - 
 -     /** Returns one of this node's siblings in its parent's child list.
 - 
 -         The delta specifies how far to move through the list, so a value of 1 would return the node
 -         that follows this one, -1 would return the node before it, 0 will return this node itself, etc.
 -         If the requested position is beyond the range of available nodes, this will return an empty ValueTree().
 -     */
 -     ValueTree getSibling (int delta) const noexcept;
 - 
 -     //==============================================================================
 -     struct Iterator
 -     {
 -         Iterator (const ValueTree&, bool isEnd) noexcept;
 -         Iterator& operator++() noexcept;
 - 
 -         bool operator!= (const Iterator&) const noexcept;
 -         ValueTree operator*() const;
 - 
 -     private:
 -         void* internal;
 -     };
 - 
 -     /** Returns a start iterator for the children in this tree. */
 -     Iterator begin() const noexcept;
 - 
 -     /** Returns an end iterator for the children in this tree. */
 -     Iterator end() const noexcept;
 - 
 -     //==============================================================================
 -     /** Creates an XmlElement that holds a complete image of this node and all its children.
 - 
 -         If this node is invalid, this may return nullptr. Otherwise, the XML that is produced can
 -         be used to recreate a similar node by calling fromXml().
 - 
 -         The caller must delete the object that is returned.
 - 
 -         @see fromXml
 -     */
 -     XmlElement* createXml() const;
 - 
 -     /** Tries to recreate a node from its XML representation.
 - 
 -         This isn't designed to cope with random XML data - for a sensible result, it should only
 -         be fed XML that was created by the createXml() method.
 -     */
 -     static ValueTree fromXml (const XmlElement& xml);
 - 
 -     /** This returns a string containing an XML representation of the tree.
 -         This is quite handy for debugging purposes, as it provides a quick way to view a tree.
 -     */
 -     String toXmlString() const;
 - 
 -     //==============================================================================
 -     /** Stores this tree (and all its children) in a binary format.
 - 
 -         Once written, the data can be read back with readFromStream().
 - 
 -         It's much faster to load/save your tree in binary form than as XML, but
 -         obviously isn't human-readable.
 -     */
 -     void writeToStream (OutputStream& output) const;
 - 
 -     /** Reloads a tree from a stream that was written with writeToStream(). */
 -     static ValueTree readFromStream (InputStream& input);
 - 
 -     /** Reloads a tree from a data block that was written with writeToStream(). */
 -     static ValueTree readFromData (const void* data, size_t numBytes);
 - 
 -     /** Reloads a tree from a data block that was written with writeToStream() and
 -         then zipped using GZIPCompressorOutputStream.
 -     */
 -     static ValueTree readFromGZIPData (const void* data, size_t numBytes);
 - 
 -     //==============================================================================
 -     /** Listener class for events that happen to a ValueTree.
 - 
 -         To get events from a ValueTree, make your class implement this interface, and use
 -         ValueTree::addListener() and ValueTree::removeListener() to register it.
 -     */
 -     class JUCE_API  Listener
 -     {
 -     public:
 -         /** Destructor. */
 -         virtual ~Listener() {}
 - 
 -         /** This method is called when a property of this node (or of one of its sub-nodes) has
 -             changed.
 - 
 -             The tree parameter indicates which tree has had its property changed, and the property
 -             parameter indicates the property.
 - 
 -             Note that when you register a listener to a tree, it will receive this callback for
 -             property changes in that tree, and also for any of its children, (recursively, at any depth).
 -             If your tree has sub-trees but you only want to know about changes to the top level tree,
 -             simply check the tree parameter in this callback to make sure it's the tree you're interested in.
 -         */
 -         virtual void valueTreePropertyChanged (ValueTree& treeWhosePropertyHasChanged,
 -                                                const Identifier& property) = 0;
 - 
 -         /** This method is called when a child sub-tree is added.
 - 
 -             Note that when you register a listener to a tree, it will receive this callback for
 -             child changes in both that tree and any of its children, (recursively, at any depth).
 -             If your tree has sub-trees but you only want to know about changes to the top level tree,
 -             just check the parentTree parameter to make sure it's the one that you're interested in.
 -         */
 -         virtual void valueTreeChildAdded (ValueTree& parentTree,
 -                                           ValueTree& childWhichHasBeenAdded) = 0;
 - 
 -         /** This method is called when a child sub-tree is removed.
 - 
 -             Note that when you register a listener to a tree, it will receive this callback for
 -             child changes in both that tree and any of its children, (recursively, at any depth).
 -             If your tree has sub-trees but you only want to know about changes to the top level tree,
 -             just check the parentTree parameter to make sure it's the one that you're interested in.
 -         */
 -         virtual void valueTreeChildRemoved (ValueTree& parentTree,
 -                                             ValueTree& childWhichHasBeenRemoved,
 -                                             int indexFromWhichChildWasRemoved) = 0;
 - 
 -         /** This method is called when a tree's children have been re-shuffled.
 - 
 -             Note that when you register a listener to a tree, it will receive this callback for
 -             child changes in both that tree and any of its children, (recursively, at any depth).
 -             If your tree has sub-trees but you only want to know about changes to the top level tree,
 -             just check the parameter to make sure it's the tree that you're interested in.
 -         */
 -         virtual void valueTreeChildOrderChanged (ValueTree& parentTreeWhoseChildrenHaveMoved,
 -                                                  int oldIndex, int newIndex) = 0;
 - 
 -         /** This method is called when a tree has been added or removed from a parent node.
 - 
 -             This callback happens when the tree to which the listener was registered is added or
 -             removed from a parent. Unlike the other callbacks, it applies only to the tree to which
 -             the listener is registered, and not to any of its children.
 -         */
 -         virtual void valueTreeParentChanged (ValueTree& treeWhoseParentHasChanged) = 0;
 - 
 -         /** This method is called when a tree is made to point to a different internal shared object.
 -             When operator= is used to make a ValueTree refer to a different object, this callback
 -             will be made.
 -         */
 -         virtual void valueTreeRedirected (ValueTree& treeWhichHasBeenChanged);
 -     };
 - 
 -     /** Adds a listener to receive callbacks when this node is changed.
 - 
 -         The listener is added to this specific ValueTree object, and not to the shared
 -         object that it refers to. When this object is deleted, all the listeners will
 -         be lost, even if other references to the same ValueTree still exist. And if you
 -         use the operator= to make this refer to a different ValueTree, any listeners will
 -         begin listening to changes to the new tree instead of the old one.
 - 
 -         When you're adding a listener, make sure that you add it to a ValueTree instance that
 -         will last for as long as you need the listener. In general, you'd never want to add a
 -         listener to a local stack-based ValueTree, and would usually add one to a member variable.
 - 
 -         @see removeListener
 -     */
 -     void addListener (Listener* listener);
 - 
 -     /** Removes a listener that was previously added with addListener(). */
 -     void removeListener (Listener* listener);
 - 
 -     /** Changes a named property of the node, but will not notify a specified listener of the change.
 -         @see setProperty
 -     */
 -     ValueTree& setPropertyExcludingListener (Listener* listenerToExclude,
 -                                              const Identifier& name, const var& newValue,
 -                                              UndoManager* undoManager);
 - 
 -     /** Causes a property-change callback to be triggered for the specified property,
 -         calling any listeners that are registered.
 -     */
 -     void sendPropertyChangeMessage (const Identifier& property);
 - 
 -     //==============================================================================
 -     /** This method uses a comparator object to sort the tree's children into order.
 - 
 -         The object provided must have a method of the form:
 -         @code
 -         int compareElements (const ValueTree& first, const ValueTree& second);
 -         @endcode
 - 
 -         ..and this method must return:
 -           - a value of < 0 if the first comes before the second
 -           - a value of 0 if the two objects are equivalent
 -           - a value of > 0 if the second comes before the first
 - 
 -         To improve performance, the compareElements() method can be declared as static or const.
 - 
 -         @param comparator   the comparator to use for comparing elements.
 -         @param undoManager  optional UndoManager for storing the changes
 -         @param retainOrderOfEquivalentItems     if this is true, then items which the comparator says are
 -                             equivalent will be kept in the order in which they currently appear in the array.
 -                             This is slower to perform, but may be important in some cases. If it's false, a
 -                             faster algorithm is used, but equivalent elements may be rearranged.
 -     */
 -     template <typename ElementComparator>
 -     void sort (ElementComparator& comparator, UndoManager* undoManager, bool retainOrderOfEquivalentItems)
 -     {
 -         if (object != nullptr)
 -         {
 -             OwnedArray<ValueTree> sortedList;
 -             createListOfChildren (sortedList);
 -             ComparatorAdapter<ElementComparator> adapter (comparator);
 -             sortedList.sort (adapter, retainOrderOfEquivalentItems);
 -             reorderChildren (sortedList, undoManager);
 -         }
 -     }
 - 
 -    #if JUCE_ALLOW_STATIC_NULL_VARIABLES
 -     /** An invalid ValueTree that can be used if you need to return one as an error condition, etc.
 -         This invalid object is equivalent to ValueTree created with its default constructor, but
 -         you should always prefer to avoid it and use ValueTree() or {} instead.
 -     */
 -     static const ValueTree invalid;
 -    #endif
 - 
 -     /** Returns the total number of references to the shared underlying data structure that this
 -         ValueTree is using.
 -     */
 -     int getReferenceCount() const noexcept;
 - 
 - private:
 -     //==============================================================================
 -     JUCE_PUBLIC_IN_DLL_BUILD (class SharedObject)
 -     friend class SharedObject;
 - 
 -     ReferenceCountedObjectPtr<SharedObject> object;
 -     ListenerList<Listener> listeners;
 - 
 -     template <typename ElementComparator>
 -     struct ComparatorAdapter
 -     {
 -         ComparatorAdapter (ElementComparator& comp) noexcept : comparator (comp) {}
 - 
 -         int compareElements (const ValueTree* const first, const ValueTree* const second)
 -         {
 -             return comparator.compareElements (*first, *second);
 -         }
 - 
 -     private:
 -         ElementComparator& comparator;
 -         JUCE_DECLARE_NON_COPYABLE (ComparatorAdapter)
 -     };
 - 
 -     void createListOfChildren (OwnedArray<ValueTree>&) const;
 -     void reorderChildren (const OwnedArray<ValueTree>&, UndoManager*);
 - 
 -     explicit ValueTree (SharedObject*) noexcept;
 - };
 - 
 - } // namespace juce
 
 
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