/usr/include/ossim/base/ossimConnectableObject.h is in libossim-dev 1.8.16-3+b1.
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// Copyright (C) 2000 ImageLinks Inc.
//
// License: See top level LICENSE.txt file.
//
// Author: Garrett Potts
//
// Description:
//
// Contains class declaration for ossimConnectableObject the base class for
// all connectable objects.
//
//*************************************************************************
// $Id: ossimConnectableObject.h 21852 2012-10-21 20:16:04Z dburken $
#ifndef ossimConnectableObject_HEADER
#define ossimConnectableObject_HEADER 1
#include <ossim/base/ossimConstants.h>
#include <ossim/base/ossimObject.h>
#include <ossim/base/ossimId.h>
#include <ossim/base/ossimConstants.h>
#include <ossim/base/ossimListenerManager.h>
#include <ossim/base/ossimPropertyInterface.h>
#include <ossim/base/ossimRefPtr.h>
#include <vector>
class ossimVisitor;
class ossimConnectableContainer;
class OSSIMDLLEXPORT ossimConnectableObject : public ossimObject,
public ossimListenerManager,
public ossimPropertyInterface
{
public:
typedef std::vector<ossimRefPtr<ossimConnectableObject> > ConnectableObjectList;
enum ossimConnectableObjectDirectionType
{
CONNECTABLE_DIRECTION_NONE = 0,
CONNECTABLE_DIRECTION_INPUT = 1,
CONNECTABLE_DIRECTION_OUTPUT = 2
};
/**
* Base constructor of this object.
*/
ossimConnectableObject(ossimObject* owner=0);
ossimConnectableObject(ossimObject* owner,
ossim_int32 inputListSize,
ossim_int32 outputListSize,
bool inputListIsFixedFlag=true,
bool outputListIsFixedFlag=true);
virtual ~ossimConnectableObject();
/**
* All connectable objects will have id's. This allows us to
* set the id of this object.
*/
void setId(const ossimId& id);
/**
* Will allow us to get this object's id.
*/
const ossimId& getId()const;
/**
* Fetches the current owner, most likely a container but not limited to one.
*/
const ossimObject* getOwner() const;
/**
* Permits changing the object's owner.
*/
virtual void changeOwner(ossimObject* owner);
virtual void setDescription(const ossimString& description);
virtual ossimString getDescription()const;
/**
* will check the direction specified to see if all slots are full.
* If any slot is null then false is returned.
* If a filter requires options testing they
* need to override this method. The argument can be ored together. If you
* want both checked then pass
* CONNECTABLE_DIRECTION_INPUT | CONNECTABLE_DIRECTION_OUTPUT
*/
virtual bool isConnected(
ossimConnectableObjectDirectionType direction = CONNECTABLE_DIRECTION_INPUT)const;
/*!
* 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, false, ossimVisitor::VISIT_CHILDREN |
* ossimVisitor::VISIT_INPUTS);
* connectableObject->accept(visitor);
* ossimRefPtr<ossimConnectableObject> object = visitor.getObject();
* </pre>
*/
OSSIM_DEPRECATE_METHOD(virtual ossimConnectableObject* findConnectableObject(
const ossimId& id));
/*!
* 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 |
* ossimVisitor::VISIT_INPUTS);
* connectableObject->accept(visitor);
* ossimRefPtr<ossimConnectableObject> object = visitor.getObject();
* </pre>
*/
OSSIM_DEPRECATE_METHOD(virtual ossimConnectableObject* findObjectOfType(
RTTItypeid typeId,
ossimConnectableObjectDirectionType directionType,
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(typeName, true,
* ossimVisitor::VISIT_CHILDREN | ossimVisitor::VISIT_INPUTS);
* connectableObject->accept(visitor);
* ossimRefPtr<ossimConnectableObject> object = visitor.getObject();
* </pre>
*/
OSSIM_DEPRECATE_METHOD(virtual ossimConnectableObject* findObjectOfType(
const ossimString& obj,
ossimConnectableObjectDirectionType directionType,
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(typeName, true,
* ossimVisitor::VISIT_CHILDREN | ossimVisitor::VISIT_INPUTS);
* connectableObject->accept(visitor);
* ossimRefPtr<ossimConnectableObject> object = visitor.getObject();
* </pre>
*/
OSSIM_DEPRECATE_METHOD(virtual ossimConnectableObject* findInputObjectOfType(
const ossimString& className));
/**
* Return a valid index of the input list if the passed in object
* is found else return -1.
*/
virtual ossim_int32 findInputIndex(const ossimConnectableObject* object);
/**
* Return a valid index of the input list if the passed id
* is found else return -1.
*/
virtual ossim_int32 findInputIndex(const ossimId& id);
/**
* Return a valid index of the output list if the passed in object
* is found else return -1.
*/
virtual ossim_int32 findOutputIndex(const ossimConnectableObject* object);
/**
* Return a valid index of the output list if the passed in object
* is found else return -1.
*/
virtual ossim_int32 findOutputIndex(const ossimId& id);
/**
* Should return the first available index to connect to. The
* connectMyInputTo that just takes another ossimConnectableObject as input
* and not an index will call this method. By default this method will find
* the first open slot (not null) or append o the list if it's dynamic. If
* the list is dynamic it calls conConnectMyInputTo(index, object) on an
* index = to listSize.
*/
virtual ossim_int32 getMyInputIndexToConnectTo(
ossimConnectableObject* object)const;
/**
* Should return the first available index to connect to. The
* connectMyOutputTo that just takes another ossimConnectableObject as input\
* and not an index will call this method. By default this method will find
* the first open slot (not null) or append to the list if it's dynamic. If
* the list is dynamic it calls canConnectMyOutputTo(index, object) on an
* index = to listSize.
*/
virtual ossim_int32 getMyOutputIndexToConnectTo(
ossimConnectableObject* object)const;
/**
* required to be overriden by derived classes
*/
virtual bool canConnectMyInputTo(
ossim_int32 myInputIndex, const ossimConnectableObject* object)const=0;
/**
* default implementation is to allow anyone to connect to us.
*/
virtual bool canConnectMyOutputTo(ossim_int32 myOutputIndex,
const ossimConnectableObject* object)const;
/**
* Will disconnect the object passed in.
*/
virtual void disconnect(ossimConnectableObject* object=0);
/**
* Will disconnect the object passed in.
*/
virtual void disconnect(const ossimId& id);
/**
* Will disconnect the object at the given input index and generate
* a connection event.
*/
virtual ossimRefPtr<ossimConnectableObject> disconnectMyInput(
ossim_int32 inputIndex,
bool disconnectOutputFlag=true,
bool createEventFlag = true);
/**
* Finds the index of the passed in input and calls
* disconnectMyInput(inputIndex, disconnectOutputFlag, createEventFlag);
*/
virtual void disconnectMyInput(ossimConnectableObject* input,
bool disconnectOutputFlag=true,
bool createEventFlag = true);
/**
*
*/
virtual void disconnectMyInputs(
ConnectableObjectList& inputList,
bool disconnectOutputFlag=true,
bool createEventFlag=true);
/**
* Will disconnect the object at the given output index and generate
* a connection event. If there is no object at that index then no
* event is generated and NULL is returned. The disconnectOutputFlag
* says do you want this method to disconnect the output pointer to
* this object.
*/
virtual ossimRefPtr<ossimConnectableObject> disconnectMyOutput(
ossim_int32 outputIndex,
bool disconnectInputFlag=true,
bool createEventFlag = true);
/**
* Will disconnect the output object. It will get the index of
* the object and call disconnectMyOutput(index, disconnectOutputFlag).
*/
virtual void disconnectMyOutput(ossimConnectableObject* output,
bool disconnectInputFlag=true,
bool createEventFlag=true);
virtual void disconnectMyOutputs(
ConnectableObjectList& outputList,
bool disconnectOutputFlag=true,
bool createEventFlag=true);
/**
* Will disconnect all of the input objects.
*/
virtual void disconnectAllInputs();
/**
* Will disconnect all of the output objects.
*/
virtual void disconnectAllOutputs();
/**
* Will try to connect this objects input to the passed in object.
* It will return a valid index >= 0 if successful. Will use the
* getMyInputIndexToConnectTo method to implement the connection
*/
virtual ossim_int32 connectMyInputTo(ossimConnectableObject* inputObject,
bool makeOutputConnection=true,
bool createEventFlag=true);
/**
* Will connect the specified input to the passed in object
*/
virtual ossim_int32 connectMyInputTo(ossim_int32 inputIndex,
ossimConnectableObject* inputObject,
bool makeOutputConnection=true,
bool createEventFlag=true);
virtual bool connectMyInputTo(
ConnectableObjectList& inputList,
bool makeOutputConnection=true,
bool createEventFlag = true);
/**
* Will try to connect this objects output to the passed in object.
* It will return a valid index >= 0 if successful. It will in turn call
* the passed in objects connect input command if makeInputConnection
* is set to true.
*
* Will use the getMyOutputIndexToConnectTo to implement this method
*/
virtual ossim_int32 connectMyOutputTo(ossimConnectableObject* outputObject,
bool makeInputConnection=true,
bool createEventFlag=true);
virtual bool connectMyOutputTo(
ConnectableObjectList& outputList,
bool makeInputConnection=true,
bool createEventFlag=true);
/**
* Will disconnect itself from all inputs and reset to the passed in
* input list. It will return true if all objects were successfully
* added.
*/
virtual bool connectInputList(
ConnectableObjectList& inputList);
/**
* Will disconnect itself from all outputs and reset to the passed in
* output list. It will return true if all objects were successfully
* added.
*/
virtual bool connectOutputList(
ConnectableObjectList& outputList);
/**
* Returns the number of input objects.
*/
virtual ossim_uint32 getNumberOfInputs()const;
/**
* Return the number of output objects
*/
virtual ossim_uint32 getNumberOfOutputs()const;
/**
* returns the object at the specified index.
* if the index is not valid then NULL is
* returned
*/
ossimConnectableObject* getInput(ossim_uint32 index=0);
/**
* returns the object at the specified index.
* if the index is not valid then NULL is
* returned
*/
const ossimConnectableObject* getInput(ossim_uint32 index=0)const;
/**
* returns the object at the specified index.
* if the index is not valid then NULL is
* returned
*/
ossimConnectableObject* getOutput(ossim_uint32 index=0);
/**
* returns the object at the specified index.
* if the index is not valid then NULL is
* returned
*/
const ossimConnectableObject* getOutput(ossim_uint32 index=0)const;
/**
* Will set the number of inputs. This will expand the list if the number
* of inputs is larger than the current number of inputs. Will shrink
* the list if the current number of inputs is larger than the passed in
* inputs.
*/
virtual void setNumberOfInputs(ossim_int32 numberOfInputs);
virtual bool getInputListIsFixedFlag()const;
virtual bool getOutputListIsFixedFlag()const;
/**
* Will set the number of outputs. This will expand the list if the
* number of outputs is larger than the current number of outputs.
* Will shrink the list if the current number of outputs is larger than
* the passed in outputs.
*/
virtual void setNumberOfOutputs(ossim_int32 numberOfInputs);
const ConnectableObjectList& getInputList()const;
const ConnectableObjectList& getOutputList()const;
ConnectableObjectList& getInputList();
ConnectableObjectList& getOutputList();
/*!
* 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 void findAllObjectsOfType(
ConnectableObjectList& result,
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("<put type name here>", false,
* ossimVisitor::VISIT_CHILDREN);
* connectableObject->accept(visitor);
* ossimCollectionVisitor::List& collection = visitor.getObjects();
* </pre>
*/
OSSIM_DEPRECATE_METHOD(virtual void findAllObjectsOfType(
ConnectableObjectList& result,
const ossimString& className,
bool recurse=true));
#if 0 /* Deprecated code. Left here until thoroughly debugged. (drb) */
/*!
* 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(<put type id here>, false,
* ossimVisitor::VISIT_CHILDREN | ossimVisitor::VISIT_INPUTS);
* connectableObject->accept(visitor);
* ossimCollectionVisitor::List& collection = visitor.getObjects();
* </pre>
*/
OSSIM_DEPRECATE_METHOD(virtual void findAllInputsOfType(
ConnectableObjectList& result,
const RTTItypeid& typeInfo,
bool propagateToInputs=true,
bool recurseChildren=false));
/*!
* 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 | ossimVisitor::VISIT_INPUTS);
* connectableObject->accept(visitor);
* ossimCollectionVisitor::List& collection = visitor.getObjects();
* </pre>
*/
OSSIM_DEPRECATE_METHOD(virtual void findAllInputsOfType(
ConnectableObjectList& result,
const ossimString& className,
bool propagateToInputs=true,
bool recurseChildren=false));
#endif /* deprecated code. (drb) */
virtual void propagateEventToOutputs(ossimEvent& event);
virtual void propagateEventToInputs(ossimEvent& event);
/* ------------------- PROPERTY INTERFACE -------------------- */
virtual void setProperty(ossimRefPtr<ossimProperty> property);
virtual void setProperty(const ossimString& name, const ossimString& value);
virtual ossimRefPtr<ossimProperty> getProperty(const ossimString& name)const;
virtual void getPropertyNames(std::vector<ossimString>& propertyNames)const;
/* ------------------ PROPERTY INTERFACE END ------------------- */
virtual bool loadState(const ossimKeywordlist& kwl,
const char* prefix = 0);
virtual bool saveState(ossimKeywordlist& kwl,
const char* prefix = 0)const;
/**
* Save the state of all inputs to a keyword list. This will do a
* recursive call through all inputs and save their state to a
* keyword list.
*
* @param kwl Keyword list to save state to.
*
* @param saveThisStateFlag If the true the state of this object will be
* saved as well as all inputs. Default = true.
*
* @param objectIndex Index to be used for prefix. So if
* objectIndex = 1, the first object will have a prefix of: "object1."
* Default = 1.
*
* @param prefix Prefix to tack onto keyword. If prefix = "myChain." and
* objectIndex = 1, then the first keyword would be
* "myChain.object1.some_keyword".
*
* @return Returns the next object index. This is the last index used
* plus one. Used internally to keep track of index to use for prefix.
*/
virtual ossim_uint32 saveStateOfAllInputs(ossimKeywordlist& kwl,
bool saveThisStateFlag=true,
ossim_uint32 objectIndex=1,
const char* prefix=0) const;
/**
* Inserts this object and all of its children and inputs into the container
* provided.
* @return Returns TRUE if successful.
*/
virtual bool fillContainer(ossimConnectableContainer& container);
/**
* Moves the input connection matching id up one in the connection list.
* @param id The id to move.
* @return true if action was performed, false if not.
*/
bool moveInputUp(const ossimId& id);
/**
* Moves the input connection matching id down one in the connection list.
* @param id The id to move.
* @return true if action was performed, false if not.
*/
bool moveInputDown(const ossimId& id);
/**
* Moves the input connection matching id to the top of the connection list.
* @param id The id to move.
* @return true if action was performed, false if not.
*/
bool moveInputToTop(const ossimId& id);
/**
* Moves the input connection matching id to the bottom of the connection
* list.
* @param id The id to move.
* @return true if action was performed, false if not.
*/
bool moveInputToBottom(const ossimId& id);
/**
* We will add a visitor interface for all connectable objects.
*/
virtual void accept(ossimVisitor& visitor);
protected:
ossimConnectableObject* findObjectOfType(
ConnectableObjectList* connectableList,
ossimVisitor& visitor );
ossimId theId;
ossimString theDescription;
ossimObject* theOwner;
/**
* Indicates whether the theInputObjectList is fixed
*/
bool theInputListIsFixedFlag;
/**
* Indicates whether the theOutputObjectList is fixed
*/
bool theOutputListIsFixedFlag;
/**
* Holds a list of input objects.
*/
ConnectableObjectList theInputObjectList;
/**
* Holds a list of output objects.
*/
ConnectableObjectList theOutputObjectList;
private:
TYPE_DATA
};
#endif /* #ifndef ossimConnectableObject_HEADER */
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