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authorMatthias Melcher <github@matthiasm.com>2025-03-16 17:16:12 -0400
committerGitHub <noreply@github.com>2025-03-16 17:16:12 -0400
commit51a55bc73660f64e8f4b32b8b4d3858f2a786f7b (patch)
tree122ad9f838fcf8f61ed7cf5fa031e8ed69817e10 /fluid/nodes/Node.h
parent13a7073a1e007ce5b71ef70bced1a9b15158820d (diff)
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`.
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+//
+// Node base class 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_NODE_H
+#define FLUID_NODES_NODE_H
+
+#include "io/Code_Writer.h"
+
+#include <FL/Fl_Widget.H>
+#include <FL/fl_draw.H>
+
+class Node;
+class Group_Node;
+class Window_Node;
+
+namespace fld {
+namespace io {
+
+class Project_Reader;
+class Project_Writer;
+
+} // namespace io
+} // namespace fld
+
+/**
+ Declare where a new type is placed and how to create it.
+
+ Placement can be as the first or last child of the anchor, or right after the
+ anchor. In most cases, the anchor is the last selected type node.
+
+ If the source is FROM_USER, widgets may be created with default titles and
+ labels. Type created FROM_FILE will start with no label, so the label is set
+ correctly later.
+
+ \see Node *Fl_..._Type::make(Strategy strategy) calls `add()`
+ Add single Type:
+ Node *add_new_widget_from_user(Node *inPrototype, Strategy strategy, bool and_open)
+ Node *add_new_widget_from_user(const char *inName, Strategy strategy, bool and_open)
+ Node *add_new_widget_from_file(const char *inName, Strategy strategy)
+ Add a hierarchy of Types
+ void Node::add(Node *p, Strategy strategy)
+ int read_file(const char *filename, int merge, Strategy strategy)
+ Node *fld::io::Project_Reader::read_children(Node *p, int merge, Strategy strategy, char skip_options)
+ int fld::io::Project_Reader::read_project(const char *filename, int merge, Strategy strategy)
+ */
+typedef struct Strategy {
+ enum Flags {
+ AS_FIRST_CHILD = 0x0000,
+ AS_LAST_CHILD = 0x0001,
+ AFTER_CURRENT = 0x0002,
+ PLACEMENT_MASK = 0x000f,
+ FROM_USER = 0x0000,
+ FROM_FILE = 0x0010,
+ SOURCE_MASK = 0x00f0,
+ FROM_FILE_AS_FIRST_CHILD = 0x0010,
+ FROM_FILE_AS_LAST_CHILD = 0x0011,
+ FROM_FILE_AFTER_CURRENT = 0x0012,
+ };
+ Flags flags;
+ Strategy(Flags f) { flags = f; }
+ void placement(Flags f) { flags = (Flags)((flags & ~PLACEMENT_MASK) | (f & PLACEMENT_MASK)); }
+ Flags placement() { return (Flags)(flags & PLACEMENT_MASK); }
+ void source(Flags f) { flags = (Flags)((flags & ~SOURCE_MASK) | (f & SOURCE_MASK)); }
+ Flags source() { return (Flags)(flags & SOURCE_MASK); }
+} Strategy;
+
+enum class Type {
+ // administrative
+ Base_, Widget_, Menu_Manager_, Menu_, Browser_, Valuator_,
+ // non-widget
+ Function, Code, CodeBlock,
+ Decl, DeclBlock, Class,
+ Widget_Class, Comment, Data,
+ // groups
+ Window, Group, Pack,
+ Flex, Tabs, Scroll,
+ Tile, Wizard, Grid,
+ // buttons
+ Button, Return_Button, Light_Button,
+ Check_Button, Repeat_Button, Round_Button,
+ // valuators
+ Slider, Scrollbar, Value_Slider,
+ Adjuster, Counter, Spinner,
+ Dial, Roller, Value_Input, Value_Output,
+ // text
+ Input, Output, Text_Editor,
+ Text_Display, File_Input, Terminal,
+ // menus
+ Menu_Bar, Menu_Button, Choice,
+ Input_Choice, Submenu, Menu_Item,
+ Checkbox_Menu_Item, Radio_Menu_Item,
+ // browsers
+ Browser, Check_Browser, File_Browser,
+ Tree, Help_View, Table,
+ // misc
+ Box, Clock, Progress,
+ Max_
+};
+
+void update_visibility_flag(Node *p);
+void delete_all(int selected_only=0);
+int storestring(const char *n, const char * & p, int nostrip=0);
+
+void select_all_cb(Fl_Widget *,void *);
+void select_none_cb(Fl_Widget *,void *);
+void earlier_cb(Fl_Widget*,void*);
+void later_cb(Fl_Widget*,void*);
+
+#ifndef NDEBUG
+void print_project_tree();
+bool validate_project_tree();
+bool validate_independent_branch(class Node *root);
+bool validate_branch(class Node *root);
+#endif
+
+/**
+ \brief This is the base class for all elements in the project tree.
+
+ All widgets and other types in the project are derived from Fl_Types. They
+ are organized in a doubly linked list. Every Type also has depth information
+ to create a pseudo tree structure. To make walking up the tree faster, Type
+ also holds a pointer to the `parent` Type.
+
+ Types can be identified using the builtin Type system that works like RTTI. The
+ method `type()` returns the exact type, and the method `is_a(Type)` returns true
+ if this is the exact type or derived from the type, and a dynamic cast will
+ work reliably.
+
+ \todo it would be nice if we can handle multiple independent trees. To do that
+ we must remove static members like `first` and `last`.
+
+ \todo add virtual methods to handle events, draw widgets, and draw overlays.
+ It may also make sense to have a virtual method that returns a boolean if
+ a specific type can be added as a child.
+
+ \todo it may make sense to have a readable iterator class instead of relying
+ on pointer manipulation. Or use std in future releases.
+ */
+class Node {
+ /** Copy the label text to Widgets and Windows, does nothing in Type. */
+ virtual void setlabel(const char *) { } // virtual part of label(char*)
+
+protected:
+
+ Node();
+
+ /** Name of a widget, or code some non-widget Types. */
+ const char *name_;
+ /** Label text of a widget. */
+ const char *label_;
+ /** If it is just a word, it's the name of the callback function. Otherwise
+ it is the full callback C++ code. Can be nullptr. */
+ const char *callback_;
+ /** Widget user data field as C++ text. */
+ const char *user_data_;
+ /** Widget user data type as C++ text, usually `void*` or `long`. */
+ const char *user_data_type_;
+ /** Optional comment for every node in the graph. Visible in browser and
+ panels, and will also be copied to the source code. */
+ const char *comment_;
+ /** a unique ID within the project */
+ unsigned short uid_;
+
+public: // things that should not be public:
+ // TODO: reference back to the tree
+ /** Quick link to the parent Type instead of walking up the linked list. */
+ Node *parent;
+ /** This type is rendered "selected" in the tree browser. */
+ char new_selected; // browser highlight
+ /** Backup storage for selection if an error occurred during some operation
+ (see `haderror`). It seems that this is often confused with new_selected
+ which seems to hold the true and visible selection state. */
+ char selected; // copied here by selection_changed()
+ char folded_; // if set, children are not shown in browser
+ char visible; // true if all parents are open
+ int level; // number of parents over this
+ Node *next, *prev;
+ Node *prev_sibling();
+ Node *next_sibling();
+ Node *first_child();
+
+ Node *factory;
+ const char *callback_name(fld::io::Code_Writer& f);
+
+ // text positions of this type in code, header, and project file (see codeview)
+ int code_static_start, code_static_end;
+ int code1_start, code1_end;
+ int code2_start, code2_end;
+ int header1_start, header1_end;
+ int header2_start, header2_end;
+ int header_static_start, header_static_end;
+ int proj1_start, proj1_end;
+ int proj2_start, proj2_end;
+
+protected:
+ int user_defined(const char* cbname) const;
+
+public:
+
+ virtual ~Node();
+ virtual Node *make(Strategy strategy) = 0;
+
+ Window_Node *window();
+ Group_Node *group();
+
+ void add(Node *parent, Strategy strategy);
+ void insert(Node *n); // insert into list before n
+ Node* remove(); // remove from list
+ void move_before(Node*); // move before a sibling
+
+ virtual const char *title(); // string for browser
+ virtual const char *type_name() = 0; // type for code output
+ virtual const char *alt_type_name() { return type_name(); } // alternate type for FLTK2 code output
+
+ const char *name() const {return name_;}
+ void name(const char *);
+ const char *label() const {return label_;}
+ void label(const char *);
+ const char *callback() const {return callback_;}
+ void callback(const char *);
+ const char *user_data() const {return user_data_;}
+ void user_data(const char *);
+ const char *user_data_type() const {return user_data_type_;}
+ void user_data_type(const char *);
+ const char *comment() { return comment_; }
+ void comment(const char *);
+
+ virtual Node* click_test(int,int) { return nullptr; }
+
+ virtual void add_child(Node*, Node* beforethis) { }
+ virtual void move_child(Node*, Node* beforethis) { }
+ virtual void remove_child(Node*) { }
+
+ /** Give widgets a chance to arrange their children after all children were added.
+ If adding individual children, this is called immediately, but if children
+ are read via a project file, we wait until all children are read and then
+ lay out the group.
+ */
+ virtual void layout_widget() { }
+
+ virtual void open(); // what happens when you double-click
+
+ // read and write data to a saved file:
+ virtual void write(fld::io::Project_Writer &f);
+ virtual void write_properties(fld::io::Project_Writer &f);
+ virtual void read_property(fld::io::Project_Reader &f, const char *);
+ virtual void write_parent_properties(fld::io::Project_Writer &f, Node *child, bool encapsulate);
+ virtual void read_parent_property(fld::io::Project_Reader &f, Node *child, const char *property);
+ virtual int read_fdesign(const char*, const char*);
+ virtual void postprocess_read() { }
+
+ // write code, these are called in order:
+ virtual void write_static(fld::io::Code_Writer& f); // write static stuff to .c file
+ virtual void write_static_after(fld::io::Code_Writer& f); // write static stuff after children
+ virtual void write_code1(fld::io::Code_Writer& f); // code and .h before children
+ virtual void write_code2(fld::io::Code_Writer& f); // code and .h after children
+ void write_comment_h(fld::io::Code_Writer& f, const char *ind=""); // write the commentary text into the header file
+ void write_comment_c(fld::io::Code_Writer& f, const char *ind=""); // write the commentary text into the source file
+ void write_comment_inline_c(fld::io::Code_Writer& f, const char *ind=nullptr); // write the commentary text
+
+ // live mode
+ virtual Fl_Widget *enter_live_mode(int top=0); // build widgets needed for live mode
+ virtual void leave_live_mode(); // free allocated resources
+ virtual void copy_properties(); // copy properties from this type into a potential live object
+ virtual void copy_properties_for_children() { } // copy remaining properties after children were added
+
+ // get message number for I18N
+ int msgnum();
+
+ /** Return 1 if the Type can have children. */
+ virtual int can_have_children() const {return 0;}
+ /** Return 1 if the type is a widget or menu item. */
+ virtual int is_widget() const {return 0;}
+ /** Return 1 if the type is a widget but not a menu item. */
+ virtual int is_true_widget() const {return 0;}
+ /** Return 1 if a type behaves like a button (Fl_Button and Fl_Menu_Item and derived, but not Submenu_Node. */
+ virtual int is_button() const {return 0;}
+ /** Return 1 if this is a Widget_Class_Node, CodeBlock_Node, or Function_Node */
+ virtual int is_code_block() const {return 0;}
+ /** Return 1 if this is a Widget_Class_Node, Class_Node, or DeclBlock_Node */
+ virtual int is_decl_block() const {return 0;}
+ /** Return 1 if this is a Class_Node or Widget_Class_Node. */
+ virtual int is_class() const {return 0;}
+ /** Return 1 if the type browser shall draw a padlock over the icon. */
+ virtual int is_public() const {return 1;}
+ /** Return the type Type for this Type. */
+ virtual Type type() const { return Type::Base_; }
+ /** Check if this Type is of the give type Type or derived from that type Type. */
+ virtual bool is_a(Type inType) const { return (inType==Type::Base_); }
+
+ const char* class_name(const int need_nest) const;
+ bool is_in_class() const;
+
+ int has_function(const char*, const char*) const;
+
+ unsigned short set_uid(unsigned short suggested_uid=0);
+ unsigned short get_uid() { return uid_; }
+};
+
+#endif // FLUID_NODES_NODE_H