Ejemplo n.º 1
0
void GraphComponent::removeChildInternal( GraphComponentPtr child, bool emitParentChanged )
{
	if( emitParentChanged )
	{
		child->parentChanging( 0 );
	}
	ChildContainer::iterator it = std::find( m_children.begin(), m_children.end(), child );
	if( it == m_children.end() || child->m_parent != this )
	{
		// the public removeChild() method protects against this case, but it's still possible to 
		// arrive here if an Action (which has a direct binding to removeChildInternal) is being replayed
		// from the undo queue, and just prior to that something called the public removeChild() method.
		// this can occur if a slot calls removeChild() from a signal triggered during the replay of the
		// undo queue. the onus is on such slots to not reperform their work when ScriptNode::currentActionStage()
		// is Action::Redo - instead they should rely on the fact that their actions will have been
		// recorded and replayed automatically.
		throw Exception( boost::str( boost::format( "GraphComponent::removeChildInternal : \"%s\" is not a child of \"%s\"." ) % child->fullName() % fullName() ) );
	}
	m_children.erase( it );
	child->m_parent = 0;
	childRemovedSignal()( this, child.get() );
	if( emitParentChanged )
	{	
		child->parentChangedSignal()( child.get(), this );
	}
}
Ejemplo n.º 2
0
void GraphComponent::addChild( GraphComponentPtr child )
{
	if( child->m_parent==this )
	{
		return;
	}

	throwIfChildRejected( child.get() );

	if( refCount() )
	{
		// someone is pointing to us, so we may have a ScriptNode ancestor and we should do things
		// in an undoable way. figure out what our undo function should be - it varies based on what
		// the previous parent was.
		Action::Function undoFn;
		if( child->m_parent )
		{
			if( child->m_parent->isInstanceOf( (IECore::TypeId)ScriptNodeTypeId ) )
			{
				// use raw pointer to avoid circular reference between script and undo queue
				undoFn = boost::bind( &GraphComponent::addChildInternal, child->m_parent, child, child->index() );
			}
			else
			{
				// use smart pointer to ensure parent remains alive, even if something unscrupulous
				// messes it with non-undoable actions that aren't stored in the undo queue.
				undoFn = boost::bind( &GraphComponent::addChildInternal, GraphComponentPtr( child->m_parent ), child, child->index() );
			}
		}
		else
		{
			// no previous parent.
			undoFn = boost::bind( &GraphComponent::removeChildInternal, this, child, true );
		}

		Action::enact(
			this,
			// ok to use raw pointer for this - lifetime of subject guaranteed.
			boost::bind( &GraphComponent::addChildInternal, this, child, m_children.size() ),
			undoFn
		);
	}
	else
	{
		// we have no references to us - chances are we're in construction still. adding ourselves to an
		// undo queue is impossible, and creating temporary smart pointers to ourselves (as above) will
		// cause our destruction before construction completes. just do the work directly.
		addChildInternal( child, m_children.size() );
	}
}
Ejemplo n.º 3
0
void GraphComponent::removeChild( GraphComponentPtr child )
{
	if( child->m_parent!=this )
	{
		throw Exception( "Object is not a child." );
	}

	if( refCount() )
	{
		// someone is pointing to us, so we may have a ScriptNode ancestor and we should do things
		// in an undoable way.
		Action::enact(
			this,
			// ok to bind raw pointers to this, because enact() guarantees
			// the lifetime of the subject.
			boost::bind( &GraphComponent::removeChildInternal, this, child, true ),
			boost::bind( &GraphComponent::addChildInternal, this, child, child->index() )
		);
	}
	else
	{
		// we have no references to us - chances are we're in construction still. adding ourselves to an
		// undo queue is impossible, and creating temporary smart pointers to ourselves (as above) will
		// cause our destruction before construction completes. just do the work directly.
		removeChildInternal( child, true );
	}
}
Ejemplo n.º 4
0
void GraphComponent::addChildInternal( GraphComponentPtr child )
{
	child->parentChanging( this );
	GraphComponent *previousParent = child->m_parent;
	if( previousParent )
	{
		// remove the child from the previous parent, but don't emit parentChangedSignal.
		// this prevents a parent changed signal with new parent 0 followed by a parent
		// changed signal with the new parent.
		previousParent->removeChildInternal( child, false );
	}
	m_children.push_back( child );
	child->m_parent = this;
	child->setName( child->m_name.value() ); // to force uniqueness
	childAddedSignal()( this, child.get() );
	child->parentChangedSignal()( child.get(), previousParent );
}
Ejemplo n.º 5
0
void GraphComponent::setChild( const IECore::InternedString &name, GraphComponentPtr child )
{
	GraphComponentPtr existingChild = getChild<GraphComponent>( name );
	if( existingChild && existingChild == child )
	{
		return;
	}
	
	throwIfChildRejected( child.get() );

	if( existingChild )
	{
		removeChild( existingChild );
	}
	
	child->setName( name );
	addChild( child );
}
Ejemplo n.º 6
0
void GraphComponent::addChildInternal( GraphComponentPtr child, size_t index )
{
	child->parentChanging( this );
	GraphComponent *previousParent = child->m_parent;
	if( previousParent )
	{
		// remove the child from the previous parent, but don't emit parentChangedSignal.
		// this prevents a parent changed signal with new parent null followed by a parent
		// changed signal with the new parent.
		previousParent->removeChildInternal( child, false );
	}

	m_children.insert( m_children.begin() + min( index, m_children.size() ), child );
	child->m_parent = this;
	child->setName( child->m_name.value() ); // to force uniqueness
	Signals::emitLazily( m_signals.get(), &Signals::childAddedSignal, this, child.get() );
	child->parentChanged( previousParent );
	Signals::emitLazily( child->m_signals.get(), &Signals::parentChangedSignal, child.get(), previousParent );
}
Ejemplo n.º 7
0
bool SplinePlugGadget::keyPress( GadgetPtr gadget, const KeyEvent &event )
{
	if( event.key=="BackSpace" && m_selection->size() )
	{
		Plug *firstPlug = static_cast<Plug *>( m_selection->member( 0 ) );
		UndoContext undoEnabler( firstPlug->ancestor<ScriptNode>() );
		
		for( size_t i = 0, e = m_selection->size(); i < e ; i++ )
		{
			Plug *pointPlug = static_cast<Plug *>( m_selection->member( i ) );
			GraphComponentPtr parent = pointPlug->parent<GraphComponent>();
			if( parent )
			{
				parent->removeChild( pointPlug );
			}
		}
	}
	return true;
}
Ejemplo n.º 8
0
		SimpleAction( const GraphComponentPtr subject, const Function &doFn, const Function &undoFn )
			:	m_subject( subject.get() ), m_doFn( doFn ), m_undoFn( undoFn )
		{
			// In the documentation for Action::enact(), we promise that we'll keep
			// the subject alive for as long as the Functions are in use. If the subject
			// is a ScriptNode, that is taken care of for us, as the ScriptNode has ownership
			// of the SimpleAction. If the subject is not a ScriptNode, we must increment
			// the reference count and decrement it again in our destructor.
			if( !m_subject->isInstanceOf( Gaffer::ScriptNode::staticTypeId() ) )
			{
				m_subject->addRef();
			}
		}