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129 lines
4 KiB
C++
129 lines
4 KiB
C++
//!## An object to multiplex the callbacks of multiple attributes.
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#ifndef _ATTRHANDLER_H
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#define _ATTRHANDLER_H
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// This class is meant to be subclassed. The methods you must provide
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// are given as pure virtuals. See ExampleAttrib for more details, and
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// an example subclass that you can copy for your own use.
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#include "attrcb.h"
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#include "attribs.h"
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#include <bfc/map.h>
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//
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// Forward References
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class WAComponentClient;
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class Attribute;
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//
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// Class Definition
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template <class TCallback>
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class AttrHandler {
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protected:
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// Heh, oops. Can't have one AttrCallback handle lots of different attribs, anymore. I fix.
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class AttrHandlerChild : public AttrCallback {
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public:
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AttrHandlerChild(AttrHandler *_parent) : AttrCallback() {
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ASSERT(_parent != NULL);
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recursion = 0;
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callback = NULL;
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parent = _parent;
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}
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// Here is where we split out the different value types
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virtual void onValueChange(Attribute *attr) {
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if (!recursion) {
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// protect our programmers from stack overflow, please.
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recursion = 1;
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if ((callback != NULL) && (parent != NULL)) {
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int id;
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// find the id from the map (friendly)
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int success = parent->attribmap.getItem(attr,&id);
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if (success) {
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// and send it to the proper handling function (poorman's RTTI)
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switch (attr->getAttributeType()) {
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case AttributeType::INT:
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callback->onIntChange(id,*static_cast<_int *>(attr));
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break;
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case AttributeType::BOOL:
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callback->onBoolChange(id, *static_cast<_bool *>(attr));
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break;
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case AttributeType::FLOAT:
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callback->onFloatChange(id, *static_cast<_float *>(attr));
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break;
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case AttributeType::STRING:
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callback->onStringChange(id, *static_cast<_string *>(attr));
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break;
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}
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}
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}
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recursion = 0;
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}
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}
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virtual void bindCallbackObj(TCallback *callbackobj) {
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// Be advised, this may be null. That's okay, we test for it above.
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callback = callbackobj;
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}
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private:
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int recursion;
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TCallback *callback;
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AttrHandler *parent;
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};
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public:
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AttrHandler() {
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component = NULL;
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callback = NULL;
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}
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// Call this method to bind your component (in your component's constructor)
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virtual void bindComponent(WAComponentClient *parentcomponent) {
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component = parentcomponent;
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}
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// Call this method to bind your callback object (usually your window in its constructor)
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virtual void bindCallbackObj(TCallback *callbackobj) {
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// Bind ourselves.
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callback = callbackobj;
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// Then go through and rebind any children.
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int i, num = attrchildren.getNumItems();
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for (i = 0; i < num; i++) {
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AttrHandlerChild *child = attrchildren.enumItem(i);
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child->bindCallbackObj(callback);
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}
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}
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// Call this method to register each attribute.
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virtual void registerAttribute(Attribute *attr, int id) {
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ASSERTPR(component != NULL, "BIND YOUR COMPONENT before registering Attributes to a Handler.");
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// register the attrib with a child object as its callback
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AttrHandlerChild *child = new AttrHandlerChild(this);
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attrchildren.addItem(child);
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component->registerAttribute(attr, child);
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// and save its id mapping
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attribmap.addItem(attr, id);
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}
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#if 0
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// Your callback object (probably your primary window class) must implement
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// its own versions of these methods here. They will be called by the
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// switch statement below.
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virtual void onIntChange(int id, int *attr);
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virtual void onBoolChange(int id, bool *attr);
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virtual void onFloatChange(int id, double *attr);
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virtual void onStringChange(int id, const char *attr);
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#endif
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private:
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friend AttrHandlerChild;
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TCallback *callback;
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WAComponentClient *component;
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Map< Attribute *, int > attribmap;
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PtrList<AttrHandlerChild> attrchildren;
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};
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#endif // _ATTRHANDLER_H
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