244 lines
8.8 KiB
C
244 lines
8.8 KiB
C
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 5 End-User License
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Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
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27th April 2017).
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End User License Agreement: www.juce.com/juce-5-licence
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Privacy Policy: www.juce.com/juce-5-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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Represents a shared variant value.
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A Value object contains a reference to a var object, and can get and set its value.
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Listeners can be attached to be told when the value is changed.
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The Value class is a wrapper around a shared, reference-counted underlying data
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object - this means that multiple Value objects can all refer to the same piece of
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data, allowing all of them to be notified when any of them changes it.
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When you create a Value with its default constructor, it acts as a wrapper around a
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simple var object, but by creating a Value that refers to a custom subclass of ValueSource,
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you can map the Value onto any kind of underlying data.
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Important note! The Value class is not thread-safe! If you're accessing one from
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multiple threads, then you'll need to use your own synchronisation around any code
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that accesses it.
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@tags{DataStructures}
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*/
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class JUCE_API Value final
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{
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public:
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//==============================================================================
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/** Creates an empty Value, containing a void var. */
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Value();
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/** Creates a Value that refers to the same value as another one.
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Note that this doesn't make a copy of the other value - both this and the other
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Value will share the same underlying value, so that when either one alters it, both
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will see it change.
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*/
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Value (const Value& other);
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/** Creates a Value that is set to the specified value. */
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explicit Value (const var& initialValue);
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/** Move constructor */
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Value (Value&&) noexcept;
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/** Destructor. */
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~Value();
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//==============================================================================
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/** Returns the current value. */
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var getValue() const;
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/** Returns the current value. */
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operator var() const;
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/** Returns the value as a string.
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This is a shortcut for "myValue.getValue().toString()".
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*/
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String toString() const;
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/** Sets the current value.
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You can also use operator= to set the value.
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If there are any listeners registered, they will be notified of the
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change asynchronously.
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*/
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void setValue (const var& newValue);
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/** Sets the current value.
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This is the same as calling setValue().
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If there are any listeners registered, they will be notified of the
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change asynchronously.
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*/
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Value& operator= (const var& newValue);
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/** Move assignment operator */
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Value& operator= (Value&&) noexcept;
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/** Makes this object refer to the same underlying ValueSource as another one.
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Once this object has been connected to another one, changing either one
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will update the other.
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Existing listeners will still be registered after you call this method, and
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they'll continue to receive messages when the new value changes.
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*/
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void referTo (const Value& valueToReferTo);
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/** Returns true if this value and the other one are references to the same value.
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*/
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bool refersToSameSourceAs (const Value& other) const;
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/** Compares two values.
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This is a compare-by-value comparison, so is effectively the same as
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saying (this->getValue() == other.getValue()).
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*/
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bool operator== (const Value& other) const;
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/** Compares two values.
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This is a compare-by-value comparison, so is effectively the same as
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saying (this->getValue() != other.getValue()).
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*/
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bool operator!= (const Value& other) const;
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//==============================================================================
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/** Receives callbacks when a Value object changes.
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@see Value::addListener
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*/
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class JUCE_API Listener
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{
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public:
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Listener() {}
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virtual ~Listener() {}
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/** Called when a Value object is changed.
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Note that the Value object passed as a parameter may not be exactly the same
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object that you registered the listener with - it might be a copy that refers
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to the same underlying ValueSource. To find out, you can call Value::refersToSameSourceAs().
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*/
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virtual void valueChanged (Value& value) = 0;
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};
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/** Adds a listener to receive callbacks when the value changes.
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The listener is added to this specific Value object, and not to the shared
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object that it refers to. When this object is deleted, all the listeners will
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be lost, even if other references to the same Value still exist. So when you're
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adding a listener, make sure that you add it to a Value instance that will last
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for as long as you need the listener. In general, you'd never want to add a listener
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to a local stack-based Value, but more likely to one that's a member variable.
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@see removeListener
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*/
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void addListener (Listener* listener);
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/** Removes a listener that was previously added with addListener(). */
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void removeListener (Listener* listener);
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//==============================================================================
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/**
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Used internally by the Value class as the base class for its shared value objects.
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The Value class is essentially a reference-counted pointer to a shared instance
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of a ValueSource object. If you're feeling adventurous, you can create your own custom
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ValueSource classes to allow Value objects to represent your own custom data items.
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*/
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class JUCE_API ValueSource : public ReferenceCountedObject,
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private AsyncUpdater
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{
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public:
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ValueSource();
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virtual ~ValueSource();
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/** Returns the current value of this object. */
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virtual var getValue() const = 0;
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/** Changes the current value.
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This must also trigger a change message if the value actually changes.
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*/
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virtual void setValue (const var& newValue) = 0;
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/** Delivers a change message to all the listeners that are registered with
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this value.
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If dispatchSynchronously is true, the method will call all the listeners
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before returning; otherwise it'll dispatch a message and make the call later.
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*/
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void sendChangeMessage (bool dispatchSynchronously);
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protected:
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//==============================================================================
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friend class Value;
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SortedSet<Value*> valuesWithListeners;
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private:
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void handleAsyncUpdate() override;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (ValueSource)
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};
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//==============================================================================
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/** Creates a Value object that uses this valueSource object as its underlying data. */
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explicit Value (ValueSource* valueSource);
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/** Returns the ValueSource that this value is referring to. */
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ValueSource& getValueSource() noexcept { return *value; }
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private:
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//==============================================================================
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friend class ValueSource;
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ReferenceCountedObjectPtr<ValueSource> value;
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ListenerList<Listener> listeners;
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void callListeners();
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void removeFromListenerList();
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// This is disallowed to avoid confusion about whether it should
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// do a by-value or by-reference copy.
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Value& operator= (const Value&) = delete;
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// This declaration prevents accidental construction from an integer of 0,
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// which is possible in some compilers via an implicit cast to a pointer.
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explicit Value (void*) = delete;
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};
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/** Writes a Value to an OutputStream as a UTF8 string. */
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OutputStream& JUCE_CALLTYPE operator<< (OutputStream&, const Value&);
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} // namespace juce
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