/usr/include/ossim/base/ossimConnectableContainer.h is in libossim-dev 1.8.16-3+b1.
This file is owned by root:root, with mode 0o644.
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// Copyright (C) 2000 ImageLinks Inc.
//
// License: See top level LICENSE.txt file.
//
// Author: Garrett Potts
//
//*************************************************************************
// $Id: ossimConnectableContainer.h 20316 2011-12-02 15:56:38Z oscarkramer $
#ifndef ossimConnectableContainer_HEADER
#define ossimConnectableContainer_HEADER
#include <map>
#include <ossim/base/ossimConstants.h>
#include <ossim/base/ossimConnectableObject.h>
#include <ossim/base/ossimConnectableObjectListener.h>
#include <ossim/base/ossimConnectableContainerInterface.h>
class OSSIMDLLEXPORT ossimConnectableContainerChildListener;
class OSSIMDLLEXPORT ossimConnectableContainer : public ossimConnectableObject,
public ossimConnectableContainerInterface,
public ossimConnectableObjectListener
{
public:
typedef std::map<ossim_int64,
ossimRefPtr<ossimConnectableObject> > connectablObjectMapType;
ossimConnectableContainer(ossimConnectableObject* owner=0);
virtual ossimObject* getObject();
virtual const ossimObject* getObject()const;
/**
* @param index Index of object to get.
*
* @see getNumberOfObjects(false) to get the number of objects inside
* the container.
*
* @return Container's object at that index or NULL if out of range.
*
* @note This does not recurse into other containers.
*/
virtual ossimConnectableObject* getConnectableObject(ossim_uint32 index);
/*!
* These methods are now deprecated. You can achieve the same thing by using the new visitor design pattern. If this does not
* achieve exactly what you want then you can derive new rules by overriding the virtual visit method in ossimVisitor
*
* <pre>
* ossimTypeNameVisitor visitor("<put type name here>", false, ossimVisitor::VISIT_CHILDREN);
* connectableObject->accept(visitor);
* ossimCollectionVisitor::List& collection = visitor.getObjects();
* </pre>
*/
OSSIM_DEPRECATE_METHOD(virtual ossimConnectableObject::ConnectableObjectList findAllObjectsOfType(const RTTItypeid& typeInfo,
bool recurse=true));
/*!
* These methods are now deprecated. You can achieve the same thing by using the new visitor design pattern. If this does not
* achieve exactly what you want then you can derive new rules by overriding the virtual visit method in ossimVisitor
*
* <pre>
* ossimConnectableTypeIdVisitor visitor(typeId, false, ossimVisitor::VISIT_CHILDREN);
* connectableObject->accept(visitor);
* ossimConnectableCollectionVisitor::List& collection = visitor.getObjects();
* </pre>
*/
OSSIM_DEPRECATE_METHOD(virtual ossimConnectableObject::ConnectableObjectList findAllObjectsOfType(const ossimString& className,
bool recurse=true));
/*!
* These methods are now deprecated. You can achieve the same thing by using the new visitor design pattern. If this does not
* achieve exactly what you want then you can derive new rules by overriding the virtual visit method in ossimVisitor
*
* <pre>
* ossimTypeIdVisitor visitor(typeId, true, ossimVisitor::VISIT_CHILDREN);
* connectableObject->accept(visitor);
* ossimRefPtr<ossimConnectableObject> obj = visitor.getObject();
* </pre>
*/
OSSIM_DEPRECATE_METHOD(virtual ossimConnectableObject* findFirstObjectOfType(const RTTItypeid& typeInfo,
bool recurse=true));
/*!
* These methods are now deprecated. You can achieve the same thing by using the new visitor design pattern. If this does not
* achieve exactly what you want then you can derive new rules by overriding the virtual visit method in ossimVisitor
*
* <pre>
* ossimTypeNameVisitor visitor(className, true, ossimVisitor::VISIT_CHILDREN);
* connectableObject->accept(visitor);
* ossimRefPtr<ossimConnectableObject> obj = visitor.getObject();
* </pre>
*/
OSSIM_DEPRECATE_METHOD(virtual ossimConnectableObject* findFirstObjectOfType(const ossimString& className,
bool recurse=true));
/*!
* These methods are now deprecated. You can achieve the same thing by using the new visitor design pattern. If this does not
* achieve exactly what you want then you can derive new rules by overriding the virtual visit method in ossimVisitor
*
* <pre>
* ossimIdVisitor visitor(id, ossimVisitor::VISIT_CHILDREN);
* connectableObject->accept(visitor);
* ossimRefPtr<ossimConnectableObject> obj = visitor.object();
* </pre>
*/
OSSIM_DEPRECATE_METHOD(ossimConnectableObject* findObject(const ossimId& id,
bool recurse=true));
/**
* Please use the new ossimVisitor design pattern to visit objects in the container.
*/
OSSIM_DEPRECATE_METHOD(ossimConnectableObject* findObject(const ossimConnectableObject* obj,
bool recurse=true));
/*!
* Will cycle through all sources setting their ids. the idLast wlil be
* updated
* so we can recurse into other containers.
*/
void makeUniqueIds();
/*!
* Returns the number of objects within this container and all child
* containers.
*/
ossim_uint32 getNumberOfObjects(bool recurse=true)const;
/*!
* Will add an object to the container and then set the added objects owner
* to this.
*/
virtual bool addChild(ossimConnectableObject* attachableObject);
virtual bool removeChild(ossimConnectableObject* object);
virtual bool canConnectMyInputTo(ossim_int32 index,
const ossimConnectableObject* obj) const;
virtual bool canConnectMyOutputTo(ossim_int32 index,
const ossimConnectableObject* obj) const;
virtual bool loadState(const ossimKeywordlist& kwl,
const char* prefix=0);
virtual bool saveState(ossimKeywordlist& kwl,
const char* prefix=0)const;
//____________________PLACE ALL EVENT HANDLING STUFF HERE_____________
// virtual void objectDestructingEvent(ossimObjectDestructingEvent& event);
// virtual void propertyEvent(ossimPropertyEvent& event);
// virtual void disconnectInputEvent(ossimConnectionEvent& event);
// virtual void connectInputEvent(ossimConnectionEvent& event);
// virtual void disconnectOutputEvent(ossimConnectionEvent& event);
// virtual void connectOutputEvent(ossimConnectionEvent& event);
virtual void getChildren(std::vector<ossimConnectableObject*>& children,
bool immediateChildrenOnlyFlag);
void deleteAllChildren();
virtual void accept(ossimVisitor& visitor);
// void propagateEventToOutputs(ossimEvent& event,
// ossimConnectableObject* start);
// void propagateEventToInputs(ossimEvent& event,
// ossimConnectableObject* start);
/*!
* Inserts all of this object's children and inputs into the container provided. Since this is
* itself a container, this method will consolidate this with the argument container.
* Consequently, this object will not be represented in the argument container but its children
* will be. Ownership of children will pass to the argument container.
* @return Returns TRUE if successful.
*/
virtual bool fillContainer(ossimConnectableContainer& container);
protected:
virtual ~ossimConnectableContainer();
ossimConnectableContainer(const ossimConnectableContainer& rhs);
void removeAllListeners();
bool addAllObjects(std::map<ossimId, std::vector<ossimId> >& idMapping,
const ossimKeywordlist& kwl,
const char* prefix);
bool connectAllObjects(const std::map<ossimId, std::vector<ossimId> >& idMapping);
void findInputConnectionIds(std::vector<ossimId>& result,
const ossimKeywordlist& kwl,
const char* prefix);
/*!
* Every object added must have a unique id. We will sort them in a easy to
* query form. Since the container can have hundreds of objects we will use a
* more efficient map that allows us to do binary searches of the objects.
*
* map<key, value> The key will be the objectsUnique id and the value
* is a pointer to the attachable object.
*/
connectablObjectMapType theObjectMap;
ossimConnectableContainerChildListener* theChildListener;
TYPE_DATA
};
#endif
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