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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;
class Project;
class Tree {
// A class that can iterate over the entire scene graph.
class Iterator {
Node *type_ = 0;
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(0, only_selected_); }
};
// A class that iterate over the scene graph, but returns only nodes of type widget.
class WIterator {
Node *type_ = 0;
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(0, only_selected_); }
};
/// Link Tree class to the project.
Project &proj_;
public:
Node *first = 0;
Node *last = 0;
Node *current = 0; // most recently picked object
Node *current_dnd = 0;
/// 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 == 0; }
// Iterators for traversing nodes and widgets
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);
};
#endif // FLUID_NODES_TREE_H
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