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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/Tree.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`.
Diffstat (limited to 'fluid/nodes/Tree.h')
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diff --git a/fluid/nodes/Tree.h b/fluid/nodes/Tree.h
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+//
+// 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