Ejemplo n.º 1
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 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() );
	}
}