
Let's force callers of Variant constructor to know the type of the object they are constructing.
60 lines
2.5 KiB
C++
60 lines
2.5 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2022, Filiph Sandström <filiph.sandstrom@filfatstudios.com>
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* Copyright (c) 2022, Ali Mohammad Pur <mpfard@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/JsonValue.h>
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#include <AK/NonnullRefPtr.h>
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#include <LibGUI/Icon.h>
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#include <LibGUI/Variant.h>
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namespace GUI {
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bool Variant::operator==(Variant const& other) const
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{
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return visit([&]<typename T>(T const& own_value) {
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return other.visit(
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[&](T const& other_value) -> bool {
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if constexpr (requires { own_value == other_value; })
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return own_value == other_value;
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else if constexpr (IsSame<T, GUI::Icon>)
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return &own_value.impl() == &other_value.impl();
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// FIXME: Figure out if this silly behavior is actually used anywhere, then get rid of it.
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else
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return to_byte_string() == other.to_byte_string();
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},
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[&](auto const&) {
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// FIXME: Figure out if this silly behavior is actually used anywhere, then get rid of it.
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return to_byte_string() == other.to_byte_string();
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});
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});
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}
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bool Variant::operator<(Variant const& other) const
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{
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return visit([&]<typename T>(T const& own_value) {
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return other.visit(
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[&](T const& other_value) -> bool {
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// FIXME: Maybe compare icons somehow differently?
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if constexpr (IsSame<T, GUI::Icon>)
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return &own_value.impl() < &other_value.impl();
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// FIXME: Maybe compare bitmaps somehow differently?
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else if constexpr (IsSame<T, NonnullRefPtr<Gfx::Bitmap>>)
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return own_value.ptr() < other_value.ptr();
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else if constexpr (IsSame<T, NonnullRefPtr<Gfx::Font>>)
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return own_value->name() < other_value->name();
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else if constexpr (requires { own_value < other_value; })
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return own_value < other_value;
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// FIXME: Figure out if this silly behavior is actually used anywhere, then get rid of it.
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else
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return to_byte_string() < other.to_byte_string();
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},
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[&](auto const&) -> bool {
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return to_byte_string() < other.to_byte_string(); // FIXME: Figure out if this silly behavior is actually used anywhere, then get rid of it.
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});
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});
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}
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}
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