// @(#)root/gviz3d:$Id$ // Author: Tomasz Sosnicki 18/09/09 /************************************************************************ * Copyright (C) 1995-2009, Rene Brun and Fons Rademakers. * * All rights reserved. * * * * For the licensing terms see $ROOTSYS/LICENSE. * * For the list of contributors see $ROOTSYS/README/CREDITS. * *************************************************************************/ #ifndef ROOT_TStructNode #define ROOT_TStructNode #include #include enum ENodeType { kUnknown = 1, // Unknown type kClass, // Class or structure kCollection, // TCollection (e.g. TList, TExMap, TMap etc.) kBasic, // Basic type (e.g. char, float, double) kSTLCollection // STL collection }; enum EScalingType { kSize, // Objects are proportional to allocated memory kMembers // Objects are proportional to number of members }; //________________________________________________________________________ // // Logical node with informatioon about class class TStructNode : public TObject { private: static EScalingType fgScalBy; TString fName; // Name of node TString fTypeName; // Name of type ULong_t fSize; // Memory allocated by class without pointers and list elements ULong_t fTotalSize; // Total allocated memory TStructNode *fParent; // Pointer to parent node, NULL if not exist UInt_t fLevel; // Level number ULong_t fMembersCount; // Number of members in class ULong_t fAllMembersCount; // Number of all members (class and its daughters) void* fPointer; // Pointer to data (address of variable) Bool_t fCollapsed; // Condition - true if node is collapsed (we don't see dauthers) Bool_t fVisible; // Condition - true if node is visible TList* fMembers; // List of daughter nodes Float_t fX; // X coordinate in 3D space Float_t fY; // Y coordinate in 3D space Float_t fWidth; // Width of outlining box Float_t fHeight; // Height of outlining box ENodeType fNodeType; // Type of node UInt_t fMaxLevel; // Number of levels displayed when the node is top node on scene UInt_t fMaxObjects; // Number of objects displayed when the node is top node on scene public: TStructNode(TString name, TString typeName, void* pointer, TStructNode* parent, ULong_t size, ENodeType type); ~TStructNode(); virtual Int_t Compare(const TObject* obj) const; ULong_t GetAllMembersCount() const; Float_t GetCenter() const; Float_t GetHeight() const; UInt_t GetLevel() const; UInt_t GetMaxLevel() const; UInt_t GetMaxObjects() const; TList* GetMembers() const; ULong_t GetMembersCount() const; Float_t GetMiddle() const; const char* GetName() const; ENodeType GetNodeType() const; TStructNode *GetParent() const; void* GetPointer() const; ULong_t GetRelativeMembersCount() const; ULong_t GetRelativeSize() const; ULong_t GetRelativeVolume() const; Float_t GetRelativeVolumeRatio(); ULong_t GetSize() const; ULong_t GetTotalSize() const; TString GetTypeName() const; ULong_t GetVolume() const; Float_t GetVolumeRatio(); Float_t GetWidth() const; Float_t GetX() const; Float_t GetY() const; Bool_t IsCollapsed() const; virtual Bool_t IsSortable() const; bool IsVisible() const; void SetAllMembersCount(ULong_t count); void SetCollapsed(Bool_t collapsed); void SetHeight(Float_t h); void SetMaxLevel(UInt_t level); void SetMaxObjects(UInt_t max); void SetMembers(TList* list); void SetMembersCount(ULong_t count); void SetNodeType(ENodeType type); void SetPointer(void* pointer); static void SetScaleBy(EScalingType type); void SetSize(ULong_t size); void SetTotalSize(ULong_t size); void SetVisible(bool visible); void SetWidth(Float_t w); void SetX(Float_t x); void SetY(Float_t y); ClassDef(TStructNode,0); // Node with information about class }; #endif