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94 lines
2.2 KiB
C++
94 lines
2.2 KiB
C++
#pragma once
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#include <AK/Function.h>
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#include <AK/StdLibExtras.h>
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#include <AK/Vector.h>
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#include <AK/Weakable.h>
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class CEvent;
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class CChildEvent;
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class CTimerEvent;
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class CObject : public Weakable<CObject> {
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public:
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CObject(CObject* parent = nullptr, bool is_widget = false);
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virtual ~CObject();
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virtual const char* class_name() const { return "CObject"; }
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virtual void event(CEvent&);
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Vector<CObject*>& children() { return m_children; }
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const Vector<CObject*>& children() const { return m_children; }
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template<typename Callback>
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void for_each_child(Callback callback)
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{
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for (auto* child : m_children) {
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if (callback(*child) == IterationDecision::Break)
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return;
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}
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}
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template<typename T, typename Callback>
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void for_each_child_of_type(Callback callback);
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CObject* parent() { return m_parent; }
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const CObject* parent() const { return m_parent; }
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void start_timer(int ms);
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void stop_timer();
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bool has_timer() const { return m_timer_id; }
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void add_child(CObject&);
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void remove_child(CObject&);
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void delete_later();
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void dump_tree(int indent = 0);
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void deferred_invoke(Function<void(CObject&)>);
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bool is_widget() const { return m_widget; }
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virtual bool is_window() const { return false; }
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protected:
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virtual void timer_event(CTimerEvent&);
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virtual void child_event(CChildEvent&);
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private:
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CObject* m_parent { nullptr };
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int m_timer_id { 0 };
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bool m_widget { false };
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Vector<CObject*> m_children;
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};
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template<typename T>
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inline bool is(const CObject&) { return false; }
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template<>
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inline bool is<CObject>(const CObject&) { return true; }
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template<typename T>
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inline T& to(CObject& object)
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{
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ASSERT(is<typename RemoveConst<T>::Type>(object));
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return static_cast<T&>(object);
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}
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template<typename T>
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inline const T& to(const CObject& object)
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{
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ASSERT(is<typename RemoveConst<T>::Type>(object));
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return static_cast<const T&>(object);
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}
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template<typename T, typename Callback>
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inline void CObject::for_each_child_of_type(Callback callback)
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{
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for_each_child([&](auto& child) {
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if (is<T>(child))
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return callback(to<T>(child));
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return IterationDecision::Continue;
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});
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}
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