119 lines
3.1 KiB
C
119 lines
3.1 KiB
C
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// NoesisGUI - http://www.noesisengine.com
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// Copyright (c) 2013 Noesis Technologies S.L. All Rights Reserved.
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////////////////////////////////////////////////////////////////////////////////////////////////////
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#ifndef __GUI_PROPERTYPATH_H__
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#define __GUI_PROPERTYPATH_H__
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#include <NsCore/Noesis.h>
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#include <NsCore/ReflectionDeclare.h>
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#include <NsCore/BaseComponent.h>
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#include <NsCore/String.h>
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#include <NsCore/Ptr.h>
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#include <NsCore/Symbol.h>
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#include <NsCore/Vector.h>
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#include <NsGui/CoreApi.h>
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namespace Noesis
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{
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class TypeProperty;
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class DependencyProperty;
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class CollectionView;
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class PropertyPathTest;
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template<class T> class Delegate;
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namespace PE
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{
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struct PropertyPathExpr;
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}
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NS_WARNING_PUSH
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NS_MSVC_WARNING_DISABLE(4251 4275)
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////////////////////////////////////////////////////////////////////////////////////////////////////
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struct PathElement
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{
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Ptr<BaseComponent> source;
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Ptr<CollectionView> collection;
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const TypeProperty* property = nullptr;
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const DependencyProperty* dp = nullptr;
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const char* key = "";
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int index = -1;
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};
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////////////////////////////////////////////////////////////////////////////////////////////////////
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enum PropertyPathResult
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{
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PropertyPathResult_Solved = 0,
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PropertyPathResult_Failed = 1,
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PropertyPathResult_FailedWithErrors = 2
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};
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////////////////////////////////////////////////////////////////////////////////////////////////////
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/// Implements a data structure for describing a property as a path below another property, or below
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/// an owning type. Property paths are used in data binding to objects, and in storyboards and
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/// timelines for animations.
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////////////////////////////////////////////////////////////////////////////////////////////////////
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class NS_GUI_CORE_API PropertyPath: public BaseComponent
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{
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public:
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PropertyPath();
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PropertyPath(const char* str);
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PropertyPath(const DependencyProperty* dp);
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~PropertyPath();
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/// Gets or sets path
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//@{
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const char* GetPath() const;
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void SetPath(const char* path);
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//@}
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/// Returned value indicates if path was resolved for the provided source
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typedef Noesis::Delegate<void (const PathElement&, void*)> EnumPathElementsDelegate;
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PropertyPathResult EnumPathElements(BaseComponent* source, bool enumLastValue,
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const EnumPathElementsDelegate& delegate, void* context = 0) const;
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private:
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bool UpdatePathItems() const;
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bool UpdatePathItems(const PE::PropertyPathExpr& expr) const;
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const String& RebuildPath() const;
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private:
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friend class PropertyPathTest;
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friend class PropertyPathConverter;
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PropertyPath(const PE::PropertyPathExpr& expr);
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mutable String mPath;
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struct PathItem
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{
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bool slash = false;
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Symbol owner;
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Symbol prop;
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struct IndexKey
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{
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int index = -1;
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String key;
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};
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Vector<IndexKey> keys;
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};
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typedef Vector<PathItem> PathItems;
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mutable PathItems mPathItems;
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NS_DECLARE_REFLECTION(PropertyPath, BaseComponent)
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};
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NS_WARNING_POP
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}
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#endif
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