// // list_add // bool Lesser_Expr::list_add (GAME::Mga::Model & obj, size_t count, GAME::Mga::Meta::FCO & metatype, GAME::Mga::Meta::Role & metarole) { if (metatype->type () == OBJTYPE_MODEL) { for (; count != 0; -- count) { GAME::Mga::Model new_model = GAME::Mga::Model_Impl::_create (obj, metarole); char c = '0' + count; new_model->name (metarole->name () + c); } } else if (metatype->type () == OBJTYPE_ATOM) { for (; count != 0; -- count) { GAME::Mga::Atom new_atom = GAME::Mga::Atom_Impl::_create (obj, metarole); char c = '0' + count; new_atom->name (metarole->name () + c); } } return true; }
// // evaluate // Value * ConnectionParts_Method::evaluate (Ocl_Context &res, GAME::Mga::Object caller) { GAME::Mga::Model mod = GAME::Mga::Model::_narrow (caller); std::vector <GAME::Mga::Connection> parts; std::vector <std::string> rolenames; bool flag = false; // Verifying if role_ is a valid containment role std::vector <GAME::Mga::Meta::Role> all; mod->meta ()->roles (all); std::vector <GAME::Mga::Meta::Role>::iterator it = all.begin (), ite = all.end (); for (; it != ite; ++it) rolenames.push_back ((*it)->name ()); std::vector <std::string>::iterator st = rolenames.begin (), ste = rolenames.end (); for (; st != ste; ++st) { if ((*st) == this->role_) flag = true; } // Continue if the role is valid if (flag) { GAME::Mga::Meta::Role target_metarole = mod->meta ()->role (this->role_); // Setting the target metarole in the model intelligence context // only if it doesn't already exist in the list std::vector <GAME::Mga::Meta::Role>::iterator roleit = res.target_metaroles.begin (), roleit_end = res.target_metaroles.end (); bool exists = false; for (; roleit != roleit_end; ++ roleit) { if ((*roleit)->name () == target_metarole->name ()) exists = true; } if (!exists) res.target_metaroles.push_back (target_metarole); GAME::Mga::Meta::FCO temp = target_metarole->kind (); // Collecting children only if the type of element is Connection if (temp->type () == OBJTYPE_CONNECTION) mod->children (temp->name (), parts); } return new Collection_Value_T <GAME::Mga::Connection> (parts); }
// // create_state_and_connect // void CBML_Connection_Generation_Handler:: create_state_and_connect (GAME::Mga::FCO_in action, const std::string & effect_type) { // Update the connection routing information. GAME::Mga::Point position; action->registry_value (PREF_AUTOROUTER, PREF_AUTOROUTER_ALL); GAME::Mga::Model parent = action->parent_model (); if (!this->active_state_.is_nil ()) { // Align newly created action with previous state. GAME::Mga::get_position ("Behavior", this->active_state_, position); position.shift (OFFSET_X, OFFSET_Y); GAME::Mga::set_position ("Behavior", position, action); // Create connection between active state and new action. std::string transition_metaname; GAME::Mga::Meta::FCO metafco = this->active_state_->meta (); int retval = this->state_transition_map_.find (metafco->name ().c_str (), transition_metaname); if (retval == 0) { GAME::Mga::Connection transition = GAME::Mga::Connection_Impl::_create (parent, transition_metaname, this->active_state_, action); } } // Create the new State element for the action. GAME::Mga::Atom state = GAME::Mga::Atom_Impl::_create (parent, "State"); state->registry_value (PREF_AUTOROUTER, PREF_AUTOROUTER_ALL); // Create the effect connection from the action to the state. GAME::Mga::Connection effect = GAME::Mga::Connection_Impl::_create (parent, effect_type, action, state); // Use the action's position if there is no active state. if (this->active_state_.is_nil ()) GAME::Mga::get_position ("Behavior", action, position); // Align the <state> to the right of the <action>. position.shift (OFFSET_X, -OFFSET_Y); GAME::Mga::set_position ("Behavior", position, state); }
// // list delete // bool Lesser_Expr::list_delete (GAME::Mga::Model & obj, size_t count, GAME::Mga::Meta::FCO & metatype, GAME::Mga::Meta::Role & metarole) { std::vector <GAME::Mga::FCO> elements; GAME::Mga::FCO select; obj->children (elements); std::vector <GAME::Mga::FCO> qual_fcos; std::vector <GAME::Mga::FCO>::iterator it = elements.begin (), it_end = elements.end (); for (; it != it_end; ++it) { if ((*it)->meta ()->name () == metatype->name ()) qual_fcos.push_back ((*it)); } for (size_t i = 0; i < count; ++i) { AFX_MANAGE_STATE (::AfxGetStaticModuleState ()); // Create the dialog and pass in the data using GAME::Dialogs::Selection_List_Dialog_T; Selection_List_Dialog_T <GAME::Mga::FCO> dlg (0, ::AfxGetMainWnd (), 0); dlg.title ("Please select the Model/Atom for deletion"); dlg.directions ("Target evaluator"); dlg.insert (qual_fcos); if (IDOK != dlg.DoModal ()) return false; select = dlg.selection (); if (!select.is_nil ()) { select->destroy (); } } return true; }