* EnumerationValue -> EnumeratorValue
* Since some types don't have names (e.g. pointer types or anonymous structs or
unions), each type does now also have a unique ID. The global type cache
registers types by ID and by name (if they have one). This fixes clashes of
types with empty names.
* Completely refactored the code dealing with variable values. Formerly we had
Variable and TypeComponentPath to navigate to a component, mapped to a
BVariant representing the value. Now we have:
* Interface Value with various subclasses (BoolValue, IntegerValue, etc.) to
represent a value, with the flexibility for more esoteric values.
* A tree of ValueNode+ValueNodeChild objects to represent the components of a
variable. On top of each ValueNodeChild sits a ValueNode representing the
value of the component, potentially having ValueNodeChild children. This
should allow casting a component value, simply by replacing its ValueNode.
* Interface ValueHandler and various implementations for the different value
types. It is basically a factory for classes allowing to format/display a
value.
* ValueHandlerRoster -- a registry for ValueHandlers, finding the best one
for a given value.
* Interface TypeHandler and various implementions for the different type
kinds (primitive, compound, address, etc.). It is basically a factory for
ValueNodes for that type.
* TypeHandlerRoster -- a registry for TypeHandlers, finding the best one
for a given type.
That's still a bit work in progress. It introduces at least one regression:
The VariablesView doesn't save/restore its state anymore. Will take a while
until that is added back.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33907 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-11-05 21:15:21 +03:00
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/*
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2015-06-07 20:27:13 +03:00
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* Copyright 2013-2015, Rene Gollent, rene@gollent.com.
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* EnumerationValue -> EnumeratorValue
* Since some types don't have names (e.g. pointer types or anonymous structs or
unions), each type does now also have a unique ID. The global type cache
registers types by ID and by name (if they have one). This fixes clashes of
types with empty names.
* Completely refactored the code dealing with variable values. Formerly we had
Variable and TypeComponentPath to navigate to a component, mapped to a
BVariant representing the value. Now we have:
* Interface Value with various subclasses (BoolValue, IntegerValue, etc.) to
represent a value, with the flexibility for more esoteric values.
* A tree of ValueNode+ValueNodeChild objects to represent the components of a
variable. On top of each ValueNodeChild sits a ValueNode representing the
value of the component, potentially having ValueNodeChild children. This
should allow casting a component value, simply by replacing its ValueNode.
* Interface ValueHandler and various implementations for the different value
types. It is basically a factory for classes allowing to format/display a
value.
* ValueHandlerRoster -- a registry for ValueHandlers, finding the best one
for a given value.
* Interface TypeHandler and various implementions for the different type
kinds (primitive, compound, address, etc.). It is basically a factory for
ValueNodes for that type.
* TypeHandlerRoster -- a registry for TypeHandlers, finding the best one
for a given type.
That's still a bit work in progress. It introduces at least one regression:
The VariablesView doesn't save/restore its state anymore. Will take a while
until that is added back.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33907 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-11-05 21:15:21 +03:00
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* Copyright 2009, Ingo Weinhold, ingo_weinhold@gmx.de.
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* Distributed under the terms of the MIT License.
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*/
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#ifndef ARRAY_VALUE_NODE_H
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#define ARRAY_VALUE_NODE_H
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#include <ObjectList.h>
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#include "ValueNode.h"
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class AbstractArrayValueNodeChild;
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class ArrayType;
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class AbstractArrayValueNode : public ValueNode {
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public:
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AbstractArrayValueNode(
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ValueNodeChild* nodeChild, ArrayType* type,
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int32 dimension);
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virtual ~AbstractArrayValueNode();
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ArrayType* GetArrayType() const
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{ return fType; }
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int32 Dimension() const
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{ return fDimension; }
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virtual Type* GetType() const;
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virtual status_t ResolvedLocationAndValue(
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ValueLoader* valueLoader,
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ValueLocation*& _location,
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Value*& _value);
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// locking required
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2015-06-07 20:27:13 +03:00
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virtual status_t CreateChildren(TeamTypeInformation* info);
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* EnumerationValue -> EnumeratorValue
* Since some types don't have names (e.g. pointer types or anonymous structs or
unions), each type does now also have a unique ID. The global type cache
registers types by ID and by name (if they have one). This fixes clashes of
types with empty names.
* Completely refactored the code dealing with variable values. Formerly we had
Variable and TypeComponentPath to navigate to a component, mapped to a
BVariant representing the value. Now we have:
* Interface Value with various subclasses (BoolValue, IntegerValue, etc.) to
represent a value, with the flexibility for more esoteric values.
* A tree of ValueNode+ValueNodeChild objects to represent the components of a
variable. On top of each ValueNodeChild sits a ValueNode representing the
value of the component, potentially having ValueNodeChild children. This
should allow casting a component value, simply by replacing its ValueNode.
* Interface ValueHandler and various implementations for the different value
types. It is basically a factory for classes allowing to format/display a
value.
* ValueHandlerRoster -- a registry for ValueHandlers, finding the best one
for a given value.
* Interface TypeHandler and various implementions for the different type
kinds (primitive, compound, address, etc.). It is basically a factory for
ValueNodes for that type.
* TypeHandlerRoster -- a registry for TypeHandlers, finding the best one
for a given type.
That's still a bit work in progress. It introduces at least one regression:
The VariablesView doesn't save/restore its state anymore. Will take a while
until that is added back.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33907 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-11-05 21:15:21 +03:00
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virtual int32 CountChildren() const;
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virtual ValueNodeChild* ChildAt(int32 index) const;
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2013-04-21 19:45:39 +04:00
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virtual bool IsRangedContainer() const;
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virtual void ClearChildren();
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2015-06-07 20:27:13 +03:00
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virtual status_t CreateChildrenInRange(
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TeamTypeInformation* info,
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int32 lowIndex, int32 highIndex);
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2013-04-21 19:45:39 +04:00
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virtual status_t SupportedChildRange(int32& lowIndex,
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int32& highIndex) const;
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* EnumerationValue -> EnumeratorValue
* Since some types don't have names (e.g. pointer types or anonymous structs or
unions), each type does now also have a unique ID. The global type cache
registers types by ID and by name (if they have one). This fixes clashes of
types with empty names.
* Completely refactored the code dealing with variable values. Formerly we had
Variable and TypeComponentPath to navigate to a component, mapped to a
BVariant representing the value. Now we have:
* Interface Value with various subclasses (BoolValue, IntegerValue, etc.) to
represent a value, with the flexibility for more esoteric values.
* A tree of ValueNode+ValueNodeChild objects to represent the components of a
variable. On top of each ValueNodeChild sits a ValueNode representing the
value of the component, potentially having ValueNodeChild children. This
should allow casting a component value, simply by replacing its ValueNode.
* Interface ValueHandler and various implementations for the different value
types. It is basically a factory for classes allowing to format/display a
value.
* ValueHandlerRoster -- a registry for ValueHandlers, finding the best one
for a given value.
* Interface TypeHandler and various implementions for the different type
kinds (primitive, compound, address, etc.). It is basically a factory for
ValueNodes for that type.
* TypeHandlerRoster -- a registry for TypeHandlers, finding the best one
for a given type.
That's still a bit work in progress. It introduces at least one regression:
The VariablesView doesn't save/restore its state anymore. Will take a while
until that is added back.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33907 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-11-05 21:15:21 +03:00
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protected:
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typedef BObjectList<AbstractArrayValueNodeChild> ChildList;
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protected:
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ArrayType* fType;
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ChildList fChildren;
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int32 fDimension;
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2013-05-21 03:01:51 +04:00
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int32 fLowerBound;
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int32 fUpperBound;
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bool fBoundsInitialized;
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* EnumerationValue -> EnumeratorValue
* Since some types don't have names (e.g. pointer types or anonymous structs or
unions), each type does now also have a unique ID. The global type cache
registers types by ID and by name (if they have one). This fixes clashes of
types with empty names.
* Completely refactored the code dealing with variable values. Formerly we had
Variable and TypeComponentPath to navigate to a component, mapped to a
BVariant representing the value. Now we have:
* Interface Value with various subclasses (BoolValue, IntegerValue, etc.) to
represent a value, with the flexibility for more esoteric values.
* A tree of ValueNode+ValueNodeChild objects to represent the components of a
variable. On top of each ValueNodeChild sits a ValueNode representing the
value of the component, potentially having ValueNodeChild children. This
should allow casting a component value, simply by replacing its ValueNode.
* Interface ValueHandler and various implementations for the different value
types. It is basically a factory for classes allowing to format/display a
value.
* ValueHandlerRoster -- a registry for ValueHandlers, finding the best one
for a given value.
* Interface TypeHandler and various implementions for the different type
kinds (primitive, compound, address, etc.). It is basically a factory for
ValueNodes for that type.
* TypeHandlerRoster -- a registry for TypeHandlers, finding the best one
for a given type.
That's still a bit work in progress. It introduces at least one regression:
The VariablesView doesn't save/restore its state anymore. Will take a while
until that is added back.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33907 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-11-05 21:15:21 +03:00
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};
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// TODO: Are ArrayValueNode and InternalArrayValueNode still needed?
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class ArrayValueNode : public AbstractArrayValueNode {
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public:
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ArrayValueNode(ValueNodeChild* nodeChild,
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ArrayType* type);
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virtual ~ArrayValueNode();
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};
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class InternalArrayValueNode : public AbstractArrayValueNode {
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public:
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InternalArrayValueNode(
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ValueNodeChild* nodeChild,
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ArrayType* type, int32 dimension);
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virtual ~InternalArrayValueNode();
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};
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class AbstractArrayValueNodeChild : public ValueNodeChild {
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public:
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AbstractArrayValueNodeChild(
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AbstractArrayValueNode* parent,
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const BString& name, int64 elementIndex);
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virtual ~AbstractArrayValueNodeChild();
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AbstractArrayValueNode* ArrayParent() const { return fParent; }
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int32 ElementIndex() const { return fElementIndex; }
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virtual const BString& Name() const;
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virtual ValueNode* Parent() const;
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protected:
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AbstractArrayValueNode* fParent;
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BString fName;
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int64 fElementIndex;
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};
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class ArrayValueNodeChild : public AbstractArrayValueNodeChild {
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public:
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ArrayValueNodeChild(
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AbstractArrayValueNode* parent,
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const BString& name, int64 elementIndex,
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Type* type);
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virtual ~ArrayValueNodeChild();
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virtual Type* GetType() const;
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virtual status_t ResolveLocation(ValueLoader* valueLoader,
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ValueLocation*& _location);
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private:
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Type* fType;
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};
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class InternalArrayValueNodeChild : public AbstractArrayValueNodeChild {
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public:
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InternalArrayValueNodeChild(
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AbstractArrayValueNode* parent,
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const BString& name, int64 elementIndex,
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ArrayType* type);
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virtual ~InternalArrayValueNodeChild();
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virtual Type* GetType() const;
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virtual bool IsInternal() const;
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virtual status_t CreateInternalNode(ValueNode*& _node);
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virtual status_t ResolveLocation(ValueLoader* valueLoader,
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ValueLocation*& _location);
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private:
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ArrayType* fType;
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};
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#endif // ARRAY_VALUE_NODE_H
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