/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ /*! \class SoState Inventor/misc/SoState.h \brief The SoState class manages the Coin scenegraph traversal state data. \ingroup general The SoState class is used by actions derived from the SoAction class. It manages the scenegraph state as stacks of elements (ie instances of classes derived from SoElement). For more information on the inner workings of traversal states in Coin, we recommend the book «The Inventor Toolmaker» (ISBN 0-201-62493-1), also available at SGI's online library. Search for "Toolmaker". */ // FIXME: should link to example(s) sourcecode extending the library // by setting up new elements and/or actions. 20010716 mortene. /*! \fn const SoElement * SoState::getConstElement(const int stackIndex) const This method returns a pointer to the top element of the given element stack. The element is read-only and must not be changed under any circumstances or strange side-effect will occur. Note that this function will assert if the element with the given stack identity value is not presently on the state stack. To check whether or not an element is present in the stack, use SoState::isElementEnabled(). */ /*! \fn SbBool SoState::isCacheOpen(void) const Returns whether a cache is open. */ /*! \fn SbBool SoState::isElementEnabled(const int stackindex) const This method returns TRUE if the element with the given element stack index is enabled, and FALSE otherwise. */ /*! SoElement * SoState::getElementNoPush(const int stackindex) const This method returns a pointer to a writable element without checking for state depth. Use with care. */ #include #include #include #include #include #include #include #ifdef HAVE_CONFIG_H #include #endif // HAVE_CONFIG_H // ************************************************************************* // Internal class used to store which elements are pushed for a depth. // This makes it possible to avoid searching through all elements // and testing depth in pop(). class sostate_pushstore { public: sostate_pushstore(void) { this->next = this->prev = NULL; } SbList elements; sostate_pushstore * next; sostate_pushstore * prev; }; // class to store private data members class SoStateP { public: SoAction * action; SoElement ** initial; int depth; class sostate_pushstore * pushstore; }; #undef THIS #define THIS this->pimpl // ************************************************************************* /*! The constructor. The \a theAction argument is the action object the state is part of, and the \a enabledElements argument is an SoTypeList of the elements that are enabled for this action. The constructor pushes a default element onto the indexes of all the enabled element stacks. SoElement::push() is not called on the initial elements in the SoState stacks, but SoElement::init() is. */ SoState::SoState(SoAction * theAction, const SoTypeList & enabledelements) { THIS = new SoStateP; THIS->action = theAction; THIS->depth = 0; this->cacheopen = FALSE; int i; this->numstacks = SoElement::getNumStackIndices() ; // the stack member can be accessed from inline methods, and is // therefore not moved to the private class. this->stack = new SoElement * [this->numstacks]; THIS->initial = new SoElement * [this->numstacks]; for (i = 0; i < this->numstacks; i++) { THIS->initial[i] = NULL; this->stack[i] = NULL; } const int numelements = enabledelements.getLength(); for (i = 0; i < numelements; i++) { SoType type = enabledelements[i]; assert(type.isBad() || type.canCreateInstance()); if (!type.isBad()) { SoElement * const element = (SoElement *) type.createInstance(); element->setDepth(THIS->depth); const int stackindex = element->getStackIndex(); this->stack[stackindex] = element; THIS->initial[stackindex] = element; element->init(this); // called for first element in state stack } } THIS->pushstore = new sostate_pushstore; } /*! The destructor. Note that when destruction happens, lagging events caused by lazy evaluation won't be performed. */ SoState::~SoState(void) { for (int i = 0; i < this->numstacks; i++) { SoElement * elem = THIS->initial[i]; SoElement * next; while (elem) { next = elem->nextup; delete elem; elem = next; } } delete[] THIS->initial; delete[] this->stack; sostate_pushstore * item = THIS->pushstore; while (item->prev) item = item->prev; // go to first item while (item) { sostate_pushstore * next = item->next; delete item; item = next; } delete THIS; } /*! This method returns the pointer to the action instance given to the constructor. */ SoAction * SoState::getAction(void) const { return THIS->action; } /*! This method returns a modifyable instance of the element on the top of the stack with the given stackindex. Because of lazy programming, this function may need to do some work, so SoState::getConstElement() should be used instead whenever possible. */ SoElement * SoState::getElement(const int stackindex) { if (!this->isElementEnabled(stackindex)) return NULL; SoElement * element = this->stack[stackindex]; #if 0 // debug SoDebugError::postInfo("SoState::getElement", "stackindex: %d, element: %p ('%s'), " "stackdepth: %d, pushstack: %s", stackindex, element, element->getTypeId().getName().getString(), element->getDepth(), (element->getDepth() < THIS->depth) ? "yes" : "no"); #endif // debug if (element->getDepth() < THIS->depth) { // create elt of correct depth SoElement * next = element->nextup; if (! next) { // allocate new element next = (SoElement *) element->getTypeId().createInstance(); next->nextdown = element; element->nextup = next; } next->setDepth(THIS->depth); next->push(this); this->stack[stackindex] = next; element = next; THIS->pushstore->elements.append(stackindex); } return element; } /*! This method pushes the state one level down. This saves the state so it can be changed and later restored to this state by calling SoState::pop(). The push and pop mechanism is performed lazily for efficiency reasons (avoids a lot of memory allocation and copying). Only when a state element is actually going to be changed, that element will be pushed for real. */ void SoState::push(void) { if (THIS->pushstore->next == NULL) { sostate_pushstore * store = new sostate_pushstore; store->prev = THIS->pushstore; THIS->pushstore->next = store; } THIS->pushstore = THIS->pushstore->next; THIS->pushstore->elements.truncate(0); THIS->depth++; } /*! This method pops the state to restore it to a previous state. Pops are performed eagerly but the code is very tight so there is no reason to worry about efficiency. */ void SoState::pop(void) { THIS->depth--; int n = THIS->pushstore->elements.getLength(); if (n) { const int * array = THIS->pushstore->elements.getArrayPtr(); for (int i = n-1; i >= 0; i--) { int idx = array[i]; SoElement * elem = this->stack[idx]; SoElement * prev = elem->nextdown; assert(prev); prev->pop(this, elem); this->stack[idx] = prev; } } THIS->pushstore->elements.truncate(0); THIS->pushstore = THIS->pushstore->prev; } /*! This method is just for debugging purposes. */ void SoState::print(FILE * const file) const { fprintf(file, "SoState[%p]: depth = %d\n", this, THIS->depth); fprintf(file, " enabled elements {\n"); for (int i = 0; i < this->numstacks; i++) { SoElement * element; if ((element = this->stack[i]) != NULL) fprintf(file, " %s\n", element->getTypeId().getName().getString()); } fprintf(file, " }\n"); } /*! This method returns the current depth of the state stack. The depth is "virtual", not necessarily physical. */ int SoState::getDepth(void) const { return THIS->depth; } /*! Controls whether a cache is open. */ void SoState::setCacheOpen(const SbBool open) { this->cacheopen = open; } #undef THIS