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#pragma once
#include <AK/Function.h>
#include <AK/StdLibExtras.h>
#include <AK/Vector.h>
#include <AK/Weakable.h>
class CEvent;
class CChildEvent;
class CTimerEvent;
class CObject : public Weakable<CObject> {
public:
CObject(CObject* parent = nullptr, bool is_widget = false);
virtual ~CObject();
virtual const char* class_name() const { return "CObject"; }
virtual void event(CEvent&);
Vector<CObject*>& children() { return m_children; }
const Vector<CObject*>& children() const { return m_children; }
template<typename Callback>
void for_each_child(Callback callback)
{
for (auto* child : m_children) {
if (callback(*child) == IterationDecision::Break)
return;
}
}
template<typename T, typename Callback>
void for_each_child_of_type(Callback callback);
CObject* parent() { return m_parent; }
const CObject* parent() const { return m_parent; }
void start_timer(int ms);
void stop_timer();
bool has_timer() const { return m_timer_id; }
void add_child(CObject&);
void remove_child(CObject&);
void delete_later();
void dump_tree(int indent = 0);
void deferred_invoke(Function<void(CObject&)>);
bool is_widget() const { return m_widget; }
virtual bool is_window() const { return false; }
protected:
virtual void timer_event(CTimerEvent&);
virtual void child_event(CChildEvent&);
private:
CObject* m_parent { nullptr };
int m_timer_id { 0 };
bool m_widget { false };
Vector<CObject*> m_children;
};
template<typename T>
inline bool is(const CObject&) { return false; }
template<>
inline bool is<CObject>(const CObject&) { return true; }
template<typename T>
inline T& to(CObject& object)
{
ASSERT(is<typename RemoveConst<T>::Type>(object));
return static_cast<T&>(object);
}
template<typename T>
inline const T& to(const CObject& object)
{
ASSERT(is<typename RemoveConst<T>::Type>(object));
return static_cast<const T&>(object);
}
template<typename T, typename Callback>
inline void CObject::for_each_child_of_type(Callback callback)
{
for_each_child([&](auto& child) {
if (is<T>(child))
return callback(to<T>(child));
return IterationDecision::Continue;
});
}
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