1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA_SHARED_CORE_TREE_ITEM_H
#define ULTIMA_SHARED_CORE_TREE_ITEM_H
#include "ultima/shared/core/message_target.h"
namespace Ultima {
namespace Shared {
namespace Gfx {
class VisualItem;
} // End of namespace Gfx
namespace Maps {
class Map;
} // End of namespace Maps
class Game;
class GameManager;
class GameState;
class Events;
class Map;
class NamedItem;
class CMessage;
/**
* This implements the base for objects can form a class hierarchy, with parents, children, and siblings
* that messages can be passed around.
*/
class TreeItem: public MessageTarget {
friend class CMessage;
DECLARE_MESSAGE_MAP;
private:
TreeItem *_parent;
TreeItem *_nextSibling;
TreeItem *_priorSibling;
TreeItem *_firstChild;
DisposeAfterUse::Flag _disposeAfterUse;
public:
CLASSDEF;
TreeItem();
/**
* Gets the name of the item, if any
*/
virtual const Common::String getName() const {
return Common::String();
}
/**
* Returns true if the item's name matches a passed name
*/
virtual bool isEquals(const Common::String &name, int maxLen = 0) const {
return false;
}
/**
* Compares the name of the item to a passed name
*/
virtual int compareTo(const Common::String &name, int maxLen = 0) const {
return false;
}
/**
* Called when the view changes
*/
virtual void viewChange() {
}
/**
* Get the parent for the given item
*/
TreeItem *getParent() const {
return _parent;
}
/**
* Jumps up through the parents to find the root game
*/
Game *getGame();
/**
* Jumps up through the parents to find the root game
*/
const Game *getGame() const;
/**
* Returns the currently active game view
*/
Gfx::VisualItem *getView();
/**
* Get the next sibling
*/
TreeItem *getNextSibling() const {
return _nextSibling;
}
/**
* Get the prior sibling
*/
TreeItem *getPriorSibling() const {
return _priorSibling;
}
/**
* Get the last sibling of this sibling
*/
TreeItem *getLastSibling();
/**
* Get the first child of the item, if any
*/
TreeItem *getFirstChild() const {
return _firstChild;
}
/**
* Get the last child of the item, if any
*/
TreeItem *getLastChild() const;
/**
* Given all the recursive children of the tree item, gives the next
* item in sequence to the passed starting item
*/
TreeItem *scan(TreeItem *item) const;
/**
* Find the first child item that is of a given type
*/
TreeItem *findChildInstanceOf(const ClassDef &classDef) const;
/**
* Find the next sibling item that is of the given type
*/
TreeItem *findNextInstanceOf(const ClassDef &classDef, TreeItem *startItem) const;
/**
* Adds the item under another tree item
*/
void addUnder(TreeItem *newParent);
/**
* Adds a new child under this one
*/
void addChild(TreeItem *child);
/**
* Sets the parent for the item
*/
void setParent(TreeItem *newParent);
/**
* Adds the item as a sibling of another item
*/
void addSibling(TreeItem *item);
/**
* Moves the tree item to be under another parent
*/
void moveUnder(TreeItem *newParent);
/**
* Destroys both the item as well as any of it's children
*/
void destroyAll();
/**
* Destroys all child tree items under this one.
* @returns Total number of tree items recursively removed
*/
int destroyChildren();
/**
* Detach the tree item from any other associated tree items
*/
void detach();
/**
* Attaches a tree item to a new node
*/
void attach(TreeItem *item);
/**
* Finds a tree item by name
* @param name Name to find
*/
NamedItem *findByName(const Common::String &name);
};
} // End of namespace Shared
} // End of namespace Ultima
#endif
|