コード例 #1
0
NS_IMETHODIMP
inDOMView::SetRootNode(nsIDOMNode* aNode)
{
  if (mTree)
    mTree->BeginUpdateBatch();

  if (mRootDocument) {
    // remove previous document observer
    nsCOMPtr<nsINode> doc(do_QueryInterface(mRootDocument));
    if (doc)
      doc->RemoveMutationObserver(this);
  }

  RemoveAllNodes();

  mRootNode = aNode;

  if (aNode) {
    // If we are able to show element nodes, then start with the root node
    // as the first node in the buffer
    if (mWhatToShow & nsIDOMNodeFilter::SHOW_ELEMENT) {
      // allocate new node array
      AppendNode(CreateNode(aNode, nsnull));
    } else {
      // place only the children of the root node in the buffer
      ExpandNode(-1);
    }

    // store an owning reference to document so that it isn't
    // destroyed before we are
    mRootDocument = do_QueryInterface(aNode);
    if (!mRootDocument) {
      aNode->GetOwnerDocument(getter_AddRefs(mRootDocument));
    }

    // add document observer
    nsCOMPtr<nsINode> doc(do_QueryInterface(mRootDocument));
    if (doc)
      doc->AddMutationObserver(this);
  } else {
    mRootDocument = nsnull;
  }

  if (mTree)
    mTree->EndUpdateBatch();

  return NS_OK;
}
コード例 #2
0
ファイル: SGraphPanel.cpp プロジェクト: kidaa/UnrealEngineVR
void SGraphPanel::Update()
{
	// Add widgets for all the nodes that don't have one.
	if(GraphObj != NULL)
	{
		// Scan for all missing nodes
		for (int32 NodeIndex = 0; NodeIndex < GraphObj->Nodes.Num(); ++NodeIndex)
		{
			UEdGraphNode* Node = GraphObj->Nodes[NodeIndex];
			if (Node)
			{
				AddNode(Node);
			}
			else
			{
				UE_LOG(LogGraphPanel, Warning, TEXT("Found NULL Node in GraphObj array. A node type has been deleted without creating an ActiveClassRedictor to K2Node_DeadClass."));
			}
		}

		// find the last selection action, and execute it
		for (int32 ActionIndex = UserActions.Num() - 1; ActionIndex >= 0; --ActionIndex)
		{
			if (UserActions[ActionIndex].Action & GRAPHACTION_SelectNode)
			{
				DeferredSelectionTargetObjects.Empty();
				for (const UEdGraphNode* Node : UserActions[ActionIndex].Nodes)
				{
					DeferredSelectionTargetObjects.Add(Node);
				}
				break;
			}
		}
	}
	else
	{
		RemoveAllNodes();
	}

	// Clean out set of added nodes
	UserAddedNodes.Empty();
	UserActions.Empty();

	// Invoke any delegate methods
	OnUpdateGraphPanel.ExecuteIfBound();
}
コード例 #3
0
void USoundClassGraph::RebuildGraph()
{
	check(RootSoundClass);

	// Don't allow initial graph rebuild to affect package dirty state; remember current state...
	UPackage* Package = GetOutermost();
	const bool bIsDirty = Package->IsDirty();

	Modify();

	RemoveAllNodes();

	ConstructNodes(RootSoundClass, 0, 0);

	NotifyGraphChanged();

	// ...and restore it
	Package->SetDirtyFlag(bIsDirty);
}
コード例 #4
0
ファイル: SGraphPanel.cpp プロジェクト: kidaa/UnrealEngineVR
// Purges the existing visual representation (typically followed by an Update call in the next tick)
void SGraphPanel::PurgeVisualRepresentation()
{
	RemoveAllNodes();
}
コード例 #5
0
MaterialGraph::~MaterialGraph()
{
    RemoveAllNodes();
}