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- /*
- ==============================================================================
-
- This file is part of the JUCE library.
- Copyright (c) 2013 - Raw Material Software Ltd.
-
- Permission is granted to use this software under the terms of either:
- a) the GPL v2 (or any later version)
- b) the Affero GPL v3
-
- Details of these licenses can be found at: www.gnu.org/licenses
-
- JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
- WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
- A PARTICULAR PURPOSE. See the GNU General Public License for more details.
-
- ------------------------------------------------------------------------------
-
- To release a closed-source product which uses JUCE, commercial licenses are
- available: visit www.juce.com for more information.
-
- ==============================================================================
- */
-
- #ifndef JUCE_VALUETREE_H_INCLUDED
- #define JUCE_VALUETREE_H_INCLUDED
-
-
- //==============================================================================
- /**
- 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.
-
- 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
- {
- 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.
-
- @see ValueTree::invalid
- */
- 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 (Identifier type);
-
- /** Creates a reference to another ValueTree. */
- ValueTree (const ValueTree&);
-
- /** Makes this object reference another node. */
- ValueTree& operator= (const ValueTree&);
-
- #if JUCE_COMPILER_SUPPORTS_MOVE_SEMANTICS
- ValueTree (ValueTree&&) noexcept;
- #endif
-
- /** 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 { 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;
-
- /** Returns true if the node has this type.
- The comparison is case-sensitive.
- */
- bool hasType (const Identifier typeName) const;
-
- //==============================================================================
- /** 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, hasProperty
- */
- const var& getProperty (const Identifier name) const;
-
- /** Returns the value of a named property, or a user-specified default if the property doesn't exist.
- If no such property has been set, this will return the value of defaultReturnValue.
- You can also use operator[] and getProperty to get a property.
- @see var, getProperty, setProperty, hasProperty
- */
- var getProperty (const Identifier name, const var& defaultReturnValue) const;
-
- /** 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;
-
- /** 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;
-
- /** 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;
-
- /** Returns the identifier of the property with a given index.
- @see getNumProperties
- */
- Identifier getPropertyName (int index) const;
-
- /** 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.
- */
- Value getPropertyAsValue (const Identifier name, UndoManager* undoManager);
-
- /** 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;
-
- /** 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 speficied 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 speficied 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 speficied 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;
-
- /** 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;
-
- /** 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;
-
- /** 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 ValueTree::invalid.
- */
- ValueTree getSibling (int delta) const;
-
- //==============================================================================
- /** 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);
-
- /** 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);
- }
- }
-
- /** 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.
- */
- static const ValueTree invalid;
-
- /** 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*);
- };
-
-
- #endif // JUCE_VALUETREE_H_INCLUDED
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