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ubit
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Argument list (for passing arguments to constructor or add functions). More...
#include <uargs.hpp>
Public Member Functions | |
| UArgs (UNode *) | |
| UArgs (UNode &) | |
| UArgs (const char *) | |
| UArgs (const UChild &) | |
| UArgs (const UArgs &) | |
| UArgs (const UArgsImpl &) | |
| bool | operator! () const |
| returns true is this arglist is empty. | |
| bool | empty () const |
| returns true is this arglist is empty. | |
| UArgs & | operator+= (const UArgs &arglist2) |
| adds the children contained in 'arglist2' to this arglist. | |
Static Public Attributes | |
| static const UArgs | none |
| the empty arglist. | |
Friends | |
| class | UElem |
| class | UArgsImpl |
| const UArgsImpl & | operator+ (const UArgsImpl &, const char *c_string) |
| adds a C String to this arglist (note that the string content is duplicated). | |
| const UArgsImpl & | operator+ (const UArgsImpl &, UNode *) |
| adds a UNode to this arglist (UNode is the base class for objects that can be part of the scene graph). | |
| const UArgsImpl & | operator+ (const UArgsImpl &, UNode &) |
| adds a UNode to this arglist (UNode is the base class for objects that can be part of the scene graph). | |
| const UArgsImpl & | operator+ (const UArgsImpl &, const UChild &) |
| adds a UChild to this arglist. More... | |
| const UArgsImpl & | operator+ (const UArgsImpl &, const UArgs &) |
| adds the children contained in 'arglist2' to this arglist. | |
Argument list (for passing arguments to constructor or add functions).
UArgs makes it possible to create "additive" argument lists by using the + operator.
A UArg object may either hold a single object pointer or reference, or a list of object pointers or references separated by + operators, example:
class UButton : public UBox { UButton(UArgs arglist); .... };
void foo() {
UButton* b = new UButton(UPix::disquette + "Save" + ucall(obj, saveFunc));
...
}
UArgs::none is the empty arglist.
adds a UChild to this arglist.
a UChild holds a UNode (UNode is the base class for objects that can be part of the scene graph) and, possibly, a UCond (a condition that specifies if this node is active). Example:
UOn::action / ucall(obj, &MyObj::foo)
This statement is stored in a UChild where UOn::action corresponds to the condition and ucall(...) to the corresponding UNode (which is, in this example a callback object that will fire: obj->foo()). Note however that the condition part is generally null in which case the corresponding object is always active.
1.8.12