CCAttrMap* CCAttrMap::Copy() { CCAttrMap *pNewAttrMap = new CCAttrMap( GetCount() ); if( pNewAttrMap != NULL ) { // iterating all (key, value) pairs for( iterator Pos = GetStartPosition(); Pos != GetEndPosition(); ) { CCRuntimeClass *pType; void *pVal; GetNextAssoc( Pos, pType, pVal ); // Get the attribute value of this attribute NodeAttribute* pAttr = (NodeAttribute*)pVal; // Copy the attribute NodeAttribute* pNewAttr = (NodeAttribute*) (pAttr->SimpleCopy()); // Stick the new attr into the new attr map if (pNewAttr != NULL) pNewAttrMap->SetAt(pNewAttr->GetAttributeType(),pNewAttr); } } pNewAttrMap->attrMapCreator = attrMapCreator; return pNewAttrMap; }
BOOL NodeAttribute::Blend(BlendAttrParam* pBlendParam) { // Check NULL entry param ERROR3IF(pBlendParam == NULL,"pBlendParam == NULL"); if (pBlendParam == NULL) return FALSE; // Make a copy of this node, and make this the blended attribute NodeAttribute* pBlendedAttr = NULL; NodeAttribute* pAttrToCopy = NULL; if (pBlendParam->GetBlendRatio() <= 0.5) pAttrToCopy = this; else pAttrToCopy = pBlendParam->GetOtherAttr(); if (pAttrToCopy != NULL) { pBlendedAttr = (NodeAttribute*) pAttrToCopy->SimpleCopy(); pBlendParam->SetBlendedAttr(pBlendedAttr); } // Return TRUE if we were able to make a copy of this node return (pBlendedAttr != NULL); }
BOOL NodeRenderableInk::MakeAttributeComplete(Node* Root, BOOL CheckForDuplicates, /* = TRUE */ AttrTypeSet* pAffectedAttrTypes, /* = NULL */ BOOL IncludeDefaults, /* = FALSE */ BOOL bIncludeEffectAttrs /* = FALSE */) { Node* Current = NULL; // Pointer to the current node in the tree NodeAttribute* CurAttr; CCRuntimeClass* AttrType; BOOL Exists; Node* PreFirstChild = FindFirstChild(); // Remember the FirstChild of the node before we add // any new attributes, this will come in handy if we // need to abort. // Loop until all attributes are copied, we are not interested in the defaults cos these are the // same for all docs !. if (bIncludeEffectAttrs) Current = NodeAttribute::FindFirstAppliedAttr(this, Root); else Current = NodeAttribute::FindPrevAppliedAttr(this, Root); while (Current && (IncludeDefaults || (!(IS_A(Current->FindParent(), NodeDocument)))) ) { // Find the next node, snaking up the tree if (Current->IsAnAttribute()) { CurAttr = (NodeAttribute*)Current; if (CurAttr->CanBeAppliedToObject() && CurAttr->ShouldBeOptimized()) { AttrType = CurAttr->GetAttributeType(); BOOL Required = RequiresAttrib(AttrType) || this->IsCompound(); // Is the attribute required ? if (Required && (!pAffectedAttrTypes || pAffectedAttrTypes->InSet(AttrType))) { Exists = FALSE; if (CheckForDuplicates) { // triggers can have duplicates if(!CurAttr->CanBeMultiplyApplied()) { // Does the node already have this child attribute Exists = (GetChildAttrOfType(AttrType) != NULL); } } #ifdef _DEBUG if (!CheckForDuplicates) { // If we feel there is no need to check for duplicates then there shouldn't be any ! if (!CurAttr->CanBeMultiplyApplied()) { NodeAttribute* pChildAttr = GetChildAttrOfType(AttrType); if ((pChildAttr != NULL)) { #if DEBUG_TREE DebugTreeDlg::DumpSubTree(this, 4); #endif TRACE(_T("Duplicate Attr found at %x %s\n"), pChildAttr, pChildAttr->GetRuntimeClass()->m_lpszClassName); } // ERROR3IF((pChildAttr != NULL), "MakeAttributeComplete: Duplicate attr found !"); } } #endif if (!Exists) { // Make a copy of the attribute NodeAttribute* NewAttr = (NodeAttribute*)CurAttr->SimpleCopy(); if (NewAttr == NULL) { goto OutOfMemory; } // Now add the attribute to this node NewAttr->AttachNode(this, FIRSTCHILD, TRUE, FALSE); } } } } Current = NodeAttribute::FindPrevAppliedAttr(Current, Root); // in order to copy brush ink nodes we need to break if the parent is NULL, else is violates if (Current!=NULL && Current->FindParent() == NULL) break; } return TRUE; OutOfMemory: // Delete any new attributes added to the node Current = FindFirstChild(); Node* Next; while (Current != PreFirstChild) { ENSURE(Current != NULL, "PreFirstChild could not be found"); ENSURE(Current->IsAnAttribute(), "Should be a NodeAttribute"); Next = Current->FindNext(); // Delete the attribute Current->CascadeDelete(); delete Current; Current = Next; } return FALSE; }