Found via `codespell -q 3 --skip="*.po,*.ts,./.git,./src/3rdParty,./src/CXX,./src/zipios++,./src/Mod/Assembly/App/opendcm" -I ../fc-word-whitelist.txt` and `grep`
269 lines
10 KiB
C++
269 lines
10 KiB
C++
/***************************************************************************
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* Copyright (c) Jürgen Riegel (juergen.riegel@web.de) 2002 *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#ifndef APP_PROPERTY_H
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#define APP_PROPERTY_H
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// Std. configurations
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#include <Base/Persistence.h>
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#ifndef BOOST_105400
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#include <boost/any.hpp>
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#else
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#include <boost_any_1_55.hpp>
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#endif
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#include <string>
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#include <bitset>
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namespace App
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{
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class PropertyContainer;
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class ObjectIdentifier;
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/** Base class of all properties
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* This is the father of all properties. Properties are objects which are used
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* in the document tree to parametrize e.g. features and their graphical output.
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* They are also used to gain access from the scripting facility.
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* /par
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* This abstract base class defines all methods shared by all
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* possible properties. It is also possible to define user properties
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* and use them in the framework...
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*/
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class AppExport Property : public Base::Persistence
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{
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TYPESYSTEM_HEADER();
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public:
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enum Status
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{
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Touched = 0, // touched property
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Immutable = 1, // can't modify property
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ReadOnly = 2, // for property editor
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Hidden = 3, // for property editor
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Single = 4, // for save/load of floating point numbers
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User1 = 28, // user-defined status
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User2 = 29, // user-defined status
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User3 = 30, // user-defined status
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User4 = 31 // user-defined status
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};
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Property();
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virtual ~Property();
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/** This method is used to get the size of objects
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* It is not meant to have the exact size, it is more or less an estimation
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* which runs fast! Is it two bytes or a GB?
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* This method is defined in Base::Persistence
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* @see Base::Persistence
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*/
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virtual unsigned int getMemSize (void) const {
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// you have to implement this method in all property classes!
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return sizeof(father) + sizeof(StatusBits);
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}
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/// get the name of this property in the belonging container
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const char* getName(void) const;
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/// Get the class name of the associated property editor item
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virtual const char* getEditorName(void) const { return ""; }
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/// Get the type of the property in the container
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short getType(void) const;
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/// Get the group of this property
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const char* getGroup(void) const;
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/// Get the documentation of this property
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const char* getDocumentation(void) const;
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/// Is called by the framework to set the father (container)
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void setContainer(PropertyContainer *Father);
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/// Get a pointer to the PropertyContainer derived class the property belongs to
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PropertyContainer *getContainer(void) const {return father;}
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/// Set value of property
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virtual void setPathValue(const App::ObjectIdentifier & path, const boost::any & value);
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/// Get value of property
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virtual const boost::any getPathValue(const App::ObjectIdentifier & path) const;
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/// Convert p to a canonical representation of it
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virtual const App::ObjectIdentifier canonicalPath(const App::ObjectIdentifier & p) const;
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/// Get valid paths for this property; used by auto completer
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virtual void getPaths(std::vector<App::ObjectIdentifier> & paths) const;
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/** Property status handling
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*/
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//@{
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/// Set the property touched
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void touch();
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/// Test if this property is touched
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inline bool isTouched(void) const {
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return StatusBits.test(Touched);
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}
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/// Reset this property touched
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inline void purgeTouched(void) {
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StatusBits.reset(Touched);
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}
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/// return the status bits
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inline unsigned long getStatus() const {
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return StatusBits.to_ulong();
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}
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inline bool testStatus(Status pos) const {
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return StatusBits.test(static_cast<size_t>(pos));
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}
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inline void setStatus(Status pos, bool on) {
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StatusBits.set(static_cast<size_t>(pos), on);
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}
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///Sets property editable/grayed out in property editor
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void setReadOnly(bool readOnly);
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inline bool isReadOnly() const {
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return testStatus(App::Property::ReadOnly);
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}
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/// Sets precision of properties using floating point
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/// numners to single, the default is double.
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void setSinglePrecision(bool single) {
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setStatus(App::Property::Single, single);
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}
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/// Gets precision of properties using floating point numbers
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inline bool isSinglePrecision() const {
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return testStatus(App::Property::Single);
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}
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//@}
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/// Returns a new copy of the property (mainly for Undo/Redo and transactions)
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virtual Property *Copy(void) const = 0;
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/// Paste the value from the property (mainly for Undo/Redo and transactions)
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virtual void Paste(const Property &from) = 0;
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friend class PropertyContainer;
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protected:
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/** Status bits of the property
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* The first 8 bits are used for the base system the rest can be used in
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* descendent classes to mark special statuses on the objects.
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* The bits and their meaning are listed below:
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* 0 - object is marked as 'touched'
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* 1 - object is marked as 'immutable'
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* 2 - object is marked as 'read-only' (for property editor)
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* 3 - object is marked as 'hidden' (for property editor)
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*/
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std::bitset<32> StatusBits;
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protected:
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/// Gets called by all setValue() methods after the value has changed
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void hasSetValue(void);
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/// Gets called by all setValue() methods before the value has changed
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void aboutToSetValue(void);
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/// Verify a path for the current property
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virtual void verifyPath(const App::ObjectIdentifier & p) const;
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private:
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// forbidden
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Property(const Property&);
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Property& operator = (const Property&);
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private:
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PropertyContainer *father;
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};
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/** Base class of all property lists.
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* The PropertyLists class is the base class for properties which can contain
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* multiple values, not only a single value.
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* All property types which may contain more than one value inherits this class.
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*/
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class AppExport PropertyLists : public Property
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{
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TYPESYSTEM_HEADER();
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public:
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virtual void setSize(int newSize)=0;
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virtual int getSize(void) const =0;
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};
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/** A template class that is used to inhibit multiple nested calls to aboutToSetValue/hasSetValue for properties.
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*
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* A template class that is used to inhibit multiple nested calls to
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* aboutToSetValue/hasSetValue for properties, and only invoke it the first and
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* last time it is needed. This is useful in cases where you want to change multiple
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* values in a property "atomically", using possibly multiple primitive functions
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* that normally would trigger aboutToSetValue/hasSetValue calls on their own.
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*
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* To use, inherit privately from the AtomicPropertyChangeInterface class, using
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* your class name as the template argument. In all cases where you normally would
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* call aboutToSetValue/hasSetValue before and after a change, create an
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* AtomicPropertyChange object before you do the change. Depending on a counter
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* in the main property, the constructor might invoke aboutToSetValue. When the
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* AtomicPropertyChange object is destructed, it might call hasSetValue if it is
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* found necessary to do (i.e last item on the AtomicPropertyChange stack).
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* This makes it easy to match the calls, and it is also exception safe in the
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* sense that the destructors are guaranteed to be called during unwinding and
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* exception handling, making the calls to boutToSetValue and hasSetValue balanced.
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*
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*/
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template<class P> class AtomicPropertyChangeInterface {
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protected:
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AtomicPropertyChangeInterface() : signalCounter(0) { }
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public:
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class AtomicPropertyChange {
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public:
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AtomicPropertyChange(P & prop) : mProp(prop) {
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// Signal counter == 0? Then we need to invoke the aboutToSetValue in the property.
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if (mProp.signalCounter == 0)
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mProp.aboutToSetValue();
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mProp.signalCounter++;
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}
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~AtomicPropertyChange() {
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mProp.signalCounter--;
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// Signal counter == 0? Then we need to invoke the hasSetValue in the property.
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if (mProp.signalCounter == 0)
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mProp.hasSetValue();
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}
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private:
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P & mProp; /**< Referenced to property we work on */
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};
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static AtomicPropertyChange * getAtomicPropertyChange(P & prop) { return new AtomicPropertyChange(prop); }
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private:
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int signalCounter; /**< Counter for invoking transaction start/stop */
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};
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} // namespace App
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#endif // APP_PROPERTY_H
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