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523 lines
24 KiB
523 lines
24 KiB
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found at: www.gnu.org/licenses
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.juce.com for more information.
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==============================================================================
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*/
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#ifndef JUCE_VALUETREE_H_INCLUDED
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#define JUCE_VALUETREE_H_INCLUDED
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//==============================================================================
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/**
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A powerful tree structure that can be used to hold free-form data, and which can
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handle its own undo and redo behaviour.
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A ValueTree contains a list of named properties as var objects, and also holds
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any number of sub-trees.
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Create ValueTree objects on the stack, and don't be afraid to copy them around, as
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they're simply a lightweight reference to a shared data container. Creating a copy
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of another ValueTree simply creates a new reference to the same underlying object - to
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make a separate, deep copy of a tree you should explicitly call createCopy().
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Each ValueTree has a type name, in much the same way as an XmlElement has a tag name,
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and much of the structure of a ValueTree is similar to an XmlElement tree.
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You can convert a ValueTree to and from an XmlElement, and as long as the XML doesn't
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contain text elements, the conversion works well and makes a good serialisation
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format. They can also be serialised to a binary format, which is very fast and compact.
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All the methods that change data take an optional UndoManager, which will be used
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to track any changes to the object. For this to work, you have to be careful to
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consistently always use the same UndoManager for all operations to any node inside
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the tree.
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A ValueTree can only be a child of one parent at a time, so if you're moving one from
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one tree to another, be careful to always remove it first, before adding it. This
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could also mess up your undo/redo chain, so be wary! In a debug build you should hit
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assertions if you try to do anything dangerous, but there are still plenty of ways it
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could go wrong.
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Listeners can be added to a ValueTree to be told when properies change and when
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nodes are added or removed.
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@see var, XmlElement
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*/
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class JUCE_API ValueTree
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{
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public:
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//==============================================================================
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/** Creates an empty, invalid ValueTree.
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A ValueTree that is created with this constructor can't actually be used for anything,
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it's just a default 'null' ValueTree that can be returned to indicate some sort of failure.
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To create a real one, use the constructor that takes a string.
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@see ValueTree::invalid
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*/
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ValueTree() noexcept;
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/** Creates an empty ValueTree with the given type name.
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Like an XmlElement, each ValueTree node has a type, which you can access with
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getType() and hasType().
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*/
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explicit ValueTree (Identifier type);
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/** Creates a reference to another ValueTree. */
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ValueTree (const ValueTree&);
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/** Makes this object reference another node. */
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ValueTree& operator= (const ValueTree&);
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#if JUCE_COMPILER_SUPPORTS_MOVE_SEMANTICS
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ValueTree (ValueTree&&) noexcept;
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#endif
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/** Destructor. */
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~ValueTree();
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/** Returns true if both this and the other tree node refer to the same underlying structure.
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Note that this isn't a value comparison - two independently-created trees which
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contain identical data are not considered equal.
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*/
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bool operator== (const ValueTree&) const noexcept;
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/** Returns true if this and the other node refer to different underlying structures.
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Note that this isn't a value comparison - two independently-created trees which
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contain identical data are not considered equal.
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*/
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bool operator!= (const ValueTree&) const noexcept;
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/** Performs a deep comparison between the properties and children of two trees.
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If all the properties and children of the two trees are the same (recursively), this
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returns true.
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The normal operator==() only checks whether two trees refer to the same shared data
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structure, so use this method if you need to do a proper value comparison.
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*/
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bool isEquivalentTo (const ValueTree&) const;
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//==============================================================================
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/** Returns true if this node refers to some valid data.
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It's hard to create an invalid node, but you might get one returned, e.g. by an out-of-range
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call to getChild().
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*/
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bool isValid() const { return object != nullptr; }
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/** Returns a deep copy of this tree and all its sub-nodes. */
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ValueTree createCopy() const;
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//==============================================================================
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/** Returns the type of this node.
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The type is specified when the ValueTree is created.
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@see hasType
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*/
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Identifier getType() const;
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/** Returns true if the node has this type.
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The comparison is case-sensitive.
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*/
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bool hasType (const Identifier typeName) const;
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//==============================================================================
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/** Returns the value of a named property.
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If no such property has been set, this will return a void variant.
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You can also use operator[] to get a property.
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@see var, setProperty, hasProperty
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*/
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const var& getProperty (const Identifier name) const;
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/** Returns the value of a named property, or a user-specified default if the property doesn't exist.
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If no such property has been set, this will return the value of defaultReturnValue.
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You can also use operator[] and getProperty to get a property.
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@see var, getProperty, setProperty, hasProperty
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*/
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var getProperty (const Identifier name, const var& defaultReturnValue) const;
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/** Returns the value of a named property.
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If no such property has been set, this will return a void variant. This is the same as
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calling getProperty().
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@see getProperty
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*/
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const var& operator[] (const Identifier name) const;
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/** Changes a named property of the node.
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The name identifier must not be an empty string.
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If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
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so that this change can be undone.
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@see var, getProperty, removeProperty
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@returns a reference to the value tree, so that you can daisy-chain calls to this method.
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*/
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ValueTree& setProperty (const Identifier name, const var& newValue, UndoManager* undoManager);
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/** Returns true if the node contains a named property. */
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bool hasProperty (const Identifier name) const;
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/** Removes a property from the node.
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If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
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so that this change can be undone.
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*/
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void removeProperty (const Identifier name, UndoManager* undoManager);
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/** Removes all properties from the node.
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If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
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so that this change can be undone.
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*/
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void removeAllProperties (UndoManager* undoManager);
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/** Returns the total number of properties that the node contains.
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@see getProperty.
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*/
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int getNumProperties() const;
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/** Returns the identifier of the property with a given index.
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@see getNumProperties
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*/
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Identifier getPropertyName (int index) const;
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/** Returns a Value object that can be used to control and respond to one of the tree's properties.
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The Value object will maintain a reference to this tree, and will use the undo manager when
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it needs to change the value. Attaching a Value::Listener to the value object will provide
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callbacks whenever the property changes.
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*/
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Value getPropertyAsValue (const Identifier name, UndoManager* undoManager);
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/** Overwrites all the properties in this tree with the properties of the source tree.
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Any properties that already exist will be updated; and new ones will be added, and
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any that are not present in the source tree will be removed.
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*/
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void copyPropertiesFrom (const ValueTree& source, UndoManager* undoManager);
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//==============================================================================
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/** Returns the number of child nodes belonging to this one.
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@see getChild
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*/
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int getNumChildren() const;
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/** Returns one of this node's child nodes.
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If the index is out of range, it'll return an invalid node. (See isValid() to find out
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whether a node is valid).
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*/
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ValueTree getChild (int index) const;
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/** Returns the first child node with the speficied type name.
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If no such node is found, it'll return an invalid node. (See isValid() to find out
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whether a node is valid).
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@see getOrCreateChildWithName
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*/
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ValueTree getChildWithName (const Identifier type) const;
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/** Returns the first child node with the speficied type name, creating and adding
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a child with this name if there wasn't already one there.
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The only time this will return an invalid object is when the object that you're calling
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the method on is itself invalid.
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@see getChildWithName
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*/
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ValueTree getOrCreateChildWithName (const Identifier type, UndoManager* undoManager);
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/** Looks for the first child node that has the speficied property value.
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This will scan the child nodes in order, until it finds one that has property that matches
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the specified value.
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If no such node is found, it'll return an invalid node. (See isValid() to find out
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whether a node is valid).
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*/
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ValueTree getChildWithProperty (const Identifier propertyName, const var& propertyValue) const;
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/** Adds a child to this node.
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Make sure that the child is removed from any former parent node before calling this, or
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you'll hit an assertion.
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If the index is < 0 or greater than the current number of child nodes, the new node will
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be added at the end of the list.
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If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
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so that this change can be undone.
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*/
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void addChild (const ValueTree& child, int index, UndoManager* undoManager);
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/** Removes the specified child from this node's child-list.
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If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
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so that this change can be undone.
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*/
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void removeChild (const ValueTree& child, UndoManager* undoManager);
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/** Removes a child from this node's child-list.
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If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
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so that this change can be undone.
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*/
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void removeChild (int childIndex, UndoManager* undoManager);
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/** Removes all child-nodes from this node.
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If the undoManager parameter is non-null, its UndoManager::perform() method will be used,
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so that this change can be undone.
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*/
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void removeAllChildren (UndoManager* undoManager);
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/** Moves one of the children to a different index.
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This will move the child to a specified index, shuffling along any intervening
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items as required. So for example, if you have a list of { 0, 1, 2, 3, 4, 5 }, then
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calling move (2, 4) would result in { 0, 1, 3, 4, 2, 5 }.
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@param currentIndex the index of the item to be moved. If this isn't a
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valid index, then nothing will be done
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@param newIndex the index at which you'd like this item to end up. If this
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is less than zero, the value will be moved to the end
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of the list
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@param undoManager the optional UndoManager to use to store this transaction
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*/
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void moveChild (int currentIndex, int newIndex, UndoManager* undoManager);
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/** Returns true if this node is anywhere below the specified parent node.
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This returns true if the node is a child-of-a-child, as well as a direct child.
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*/
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bool isAChildOf (const ValueTree& possibleParent) const;
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/** Returns the index of a child item in this parent.
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If the child isn't found, this returns -1.
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*/
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int indexOf (const ValueTree& child) const;
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/** Returns the parent node that contains this one.
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If the node has no parent, this will return an invalid node. (See isValid() to find out
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whether a node is valid).
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*/
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ValueTree getParent() const;
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/** Returns one of this node's siblings in its parent's child list.
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The delta specifies how far to move through the list, so a value of 1 would return the node
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that follows this one, -1 would return the node before it, 0 will return this node itself, etc.
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If the requested position is beyond the range of available nodes, this will return ValueTree::invalid.
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*/
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ValueTree getSibling (int delta) const;
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//==============================================================================
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/** Creates an XmlElement that holds a complete image of this node and all its children.
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If this node is invalid, this may return 0. Otherwise, the XML that is produced can
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be used to recreate a similar node by calling fromXml()
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@see fromXml
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*/
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XmlElement* createXml() const;
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/** Tries to recreate a node from its XML representation.
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This isn't designed to cope with random XML data - for a sensible result, it should only
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be fed XML that was created by the createXml() method.
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*/
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static ValueTree fromXml (const XmlElement& xml);
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/** This returns a string containing an XML representation of the tree.
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This is quite handy for debugging purposes, as it provides a quick way to view a tree.
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*/
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String toXmlString() const;
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//==============================================================================
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/** Stores this tree (and all its children) in a binary format.
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Once written, the data can be read back with readFromStream().
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It's much faster to load/save your tree in binary form than as XML, but
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obviously isn't human-readable.
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*/
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void writeToStream (OutputStream& output) const;
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/** Reloads a tree from a stream that was written with writeToStream(). */
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static ValueTree readFromStream (InputStream& input);
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/** Reloads a tree from a data block that was written with writeToStream(). */
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static ValueTree readFromData (const void* data, size_t numBytes);
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/** Reloads a tree from a data block that was written with writeToStream() and
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then zipped using GZIPCompressorOutputStream.
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*/
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static ValueTree readFromGZIPData (const void* data, size_t numBytes);
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//==============================================================================
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/** Listener class for events that happen to a ValueTree.
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To get events from a ValueTree, make your class implement this interface, and use
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ValueTree::addListener() and ValueTree::removeListener() to register it.
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*/
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class JUCE_API Listener
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{
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public:
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/** Destructor. */
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virtual ~Listener() {}
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/** This method is called when a property of this node (or of one of its sub-nodes) has
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changed.
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The tree parameter indicates which tree has had its property changed, and the property
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parameter indicates the property.
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Note that when you register a listener to a tree, it will receive this callback for
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property changes in that tree, and also for any of its children, (recursively, at any depth).
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If your tree has sub-trees but you only want to know about changes to the top level tree,
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simply check the tree parameter in this callback to make sure it's the tree you're interested in.
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*/
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virtual void valueTreePropertyChanged (ValueTree& treeWhosePropertyHasChanged,
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const Identifier& property) = 0;
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/** This method is called when a child sub-tree is added.
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Note that when you register a listener to a tree, it will receive this callback for
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child changes in both that tree and any of its children, (recursively, at any depth).
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If your tree has sub-trees but you only want to know about changes to the top level tree,
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just check the parentTree parameter to make sure it's the one that you're interested in.
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*/
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virtual void valueTreeChildAdded (ValueTree& parentTree,
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ValueTree& childWhichHasBeenAdded) = 0;
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/** This method is called when a child sub-tree is removed.
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Note that when you register a listener to a tree, it will receive this callback for
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child changes in both that tree and any of its children, (recursively, at any depth).
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If your tree has sub-trees but you only want to know about changes to the top level tree,
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just check the parentTree parameter to make sure it's the one that you're interested in.
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*/
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virtual void valueTreeChildRemoved (ValueTree& parentTree,
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ValueTree& childWhichHasBeenRemoved) = 0;
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/** This method is called when a tree's children have been re-shuffled.
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Note that when you register a listener to a tree, it will receive this callback for
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child changes in both that tree and any of its children, (recursively, at any depth).
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If your tree has sub-trees but you only want to know about changes to the top level tree,
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just check the parameter to make sure it's the tree that you're interested in.
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*/
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virtual void valueTreeChildOrderChanged (ValueTree& parentTreeWhoseChildrenHaveMoved) = 0;
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/** This method is called when a tree has been added or removed from a parent node.
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This callback happens when the tree to which the listener was registered is added or
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removed from a parent. Unlike the other callbacks, it applies only to the tree to which
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the listener is registered, and not to any of its children.
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*/
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virtual void valueTreeParentChanged (ValueTree& treeWhoseParentHasChanged) = 0;
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/** This method is called when a tree is made to point to a different internal shared object.
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When operator= is used to make a ValueTree refer to a different object, this callback
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will be made.
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*/
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virtual void valueTreeRedirected (ValueTree& treeWhichHasBeenChanged);
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};
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/** Adds a listener to receive callbacks when this node is changed.
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The listener is added to this specific ValueTree object, and not to the shared
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object that it refers to. When this object is deleted, all the listeners will
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be lost, even if other references to the same ValueTree still exist. And if you
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use the operator= to make this refer to a different ValueTree, any listeners will
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begin listening to changes to the new tree instead of the old one.
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When you're adding a listener, make sure that you add it to a ValueTree instance that
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will last for as long as you need the listener. In general, you'd never want to add a
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listener to a local stack-based ValueTree, and would usually add one to a member variable.
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@see removeListener
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*/
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void addListener (Listener* listener);
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/** Removes a listener that was previously added with addListener(). */
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void removeListener (Listener* listener);
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/** Causes a property-change callback to be triggered for the specified property,
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calling any listeners that are registered.
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*/
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void sendPropertyChangeMessage (const Identifier property);
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//==============================================================================
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/** This method uses a comparator object to sort the tree's children into order.
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The object provided must have a method of the form:
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@code
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int compareElements (const ValueTree& first, const ValueTree& second);
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@endcode
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..and this method must return:
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- a value of < 0 if the first comes before the second
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- a value of 0 if the two objects are equivalent
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- a value of > 0 if the second comes before the first
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To improve performance, the compareElements() method can be declared as static or const.
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@param comparator the comparator to use for comparing elements.
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@param undoManager optional UndoManager for storing the changes
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@param retainOrderOfEquivalentItems if this is true, then items which the comparator says are
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equivalent will be kept in the order in which they currently appear in the array.
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This is slower to perform, but may be important in some cases. If it's false, a
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faster algorithm is used, but equivalent elements may be rearranged.
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*/
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template <typename ElementComparator>
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void sort (ElementComparator& comparator, UndoManager* undoManager, bool retainOrderOfEquivalentItems)
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{
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if (object != nullptr)
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{
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OwnedArray<ValueTree> sortedList;
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createListOfChildren (sortedList);
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ComparatorAdapter <ElementComparator> adapter (comparator);
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sortedList.sort (adapter, retainOrderOfEquivalentItems);
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reorderChildren (sortedList, undoManager);
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}
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}
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/** An invalid ValueTree that can be used if you need to return one as an error condition, etc.
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This invalid object is equivalent to ValueTree created with its default constructor.
|
|
*/
|
|
static const ValueTree invalid;
|
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private:
|
|
//==============================================================================
|
|
JUCE_PUBLIC_IN_DLL_BUILD (class SharedObject)
|
|
friend class SharedObject;
|
|
|
|
ReferenceCountedObjectPtr<SharedObject> object;
|
|
ListenerList<Listener> listeners;
|
|
|
|
template <typename ElementComparator>
|
|
struct ComparatorAdapter
|
|
{
|
|
ComparatorAdapter (ElementComparator& comp) noexcept : comparator (comp) {}
|
|
|
|
int compareElements (const ValueTree* const first, const ValueTree* const second)
|
|
{
|
|
return comparator.compareElements (*first, *second);
|
|
}
|
|
|
|
private:
|
|
ElementComparator& comparator;
|
|
JUCE_DECLARE_NON_COPYABLE (ComparatorAdapter)
|
|
};
|
|
|
|
void createListOfChildren (OwnedArray<ValueTree>&) const;
|
|
void reorderChildren (const OwnedArray<ValueTree>&, UndoManager*);
|
|
|
|
explicit ValueTree (SharedObject*);
|
|
};
|
|
|
|
|
|
#endif // JUCE_VALUETREE_H_INCLUDED
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|
|