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IMBNode.m
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/*
iMedia Browser Framework <http://karelia.com/imedia/>
Copyright (c) 2005-2012 by Karelia Software et al.
iMedia Browser is based on code originally developed by Jason Terhorst,
further developed for Sandvox by Greg Hulands, Dan Wood, and Terrence Talbot.
The new architecture for version 2.0 was developed by Peter Baumgartner.
Contributions have also been made by Matt Gough, Martin Wennerberg and others
as indicated in source files.
The iMedia Browser Framework is licensed under the following terms:
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in all or substantial portions of the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following
conditions:
Redistributions of source code must retain the original terms stated here,
including this list of conditions, the disclaimer noted below, and the
following copyright notice: Copyright (c) 2005-2012 by Karelia Software et al.
Redistributions in binary form must include, in an end-user-visible manner,
e.g., About window, Acknowledgments window, or similar, either a) the original
terms stated here, including this list of conditions, the disclaimer noted
below, and the aforementioned copyright notice, or b) the aforementioned
copyright notice and a link to karelia.com/imedia.
Neither the name of Karelia Software, nor Sandvox, nor the names of
contributors to iMedia Browser may be used to endorse or promote products
derived from the Software without prior and express written permission from
Karelia Software or individual contributors, as appropriate.
Disclaimer: THE SOFTWARE IS PROVIDED BY THE COPYRIGHT OWNER AND CONTRIBUTORS
"AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT
LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE,
AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES, OR OTHER LIABILITY, WHETHER IN AN ACTION OF
CONTRACT, TORT, OR OTHERWISE, ARISING FROM, OUT OF, OR IN CONNECTION WITH, THE
SOFTWARE OR THE USE OF, OR OTHER DEALINGS IN, THE SOFTWARE.
*/
// Author: Peter Baumgartner, Mike Abdullah
//----------------------------------------------------------------------------------------------------------------------
#pragma mark HEADERS
#import "IMBNode.h"
#import "IMBObject.h"
#import "IMBParser.h"
#import "IMBLibraryController.h"
#import "NSString+iMedia.h"
//----------------------------------------------------------------------------------------------------------------------
#pragma mark
@interface IMBNode ()
@property (assign, readwrite) IMBNode* parentNode;
- (void) _recursivelyWalkParentsAddingPathIndexTo:(NSMutableArray*)inIndexArray;
@end
//----------------------------------------------------------------------------------------------------------------------
#pragma mark
@implementation IMBNode
// Primary properties...
@synthesize mediaSource = _mediaSource;
@synthesize identifier = _identifier;
@synthesize name = _name;
@synthesize icon = _icon;
@synthesize groupType = _groupType;
@synthesize displayPriority = _displayPriority;
@synthesize attributes = _attributes;
@synthesize objects = _objects;
@synthesize subNodes = _subNodes;
@synthesize parentNode = _parentNode;
@synthesize isTopLevelNode = _isTopLevelNode;
// State information...
@synthesize group = _group;
@synthesize leaf = _leaf;
@synthesize wantsRecursiveObjects = _wantsRecursiveObjects;
@synthesize includedInPopup = _includedInPopup;
@synthesize displayedObjectCount = _displayedObjectCount;
// Support for live watching...
@synthesize parser = _parser;
@synthesize watcherType = _watcherType;
@synthesize watchedPath = _watchedPath;
// Badge icons...
@synthesize badgeTypeNormal = _badgeTypeNormal;
@synthesize badgeTypeMouseover = _badgeTypeMouseover;
@synthesize badgeTarget = _badgeTarget;
@synthesize badgeSelector = _badgeSelector;
// Custom object view...
@synthesize shouldDisplayObjectView = _shouldDisplayObjectView;
//----------------------------------------------------------------------------------------------------------------------
- (id) init
{
if (self = [super init])
{
self.groupType = kIMBGroupTypeNone;
self.displayPriority = 5; // middle of the pack, default
self.group = NO;
self.leaf = NO;
self.loading = NO;
self.wantsRecursiveObjects = NO;
self.includedInPopup = YES;
self.displayedObjectCount = -1;
self.objects = nil;
self.subNodes = nil;
self.isTopLevelNode = NO;
self.watcherType = kIMBWatcherTypeNone;
self.badgeTypeNormal = kIMBBadgeTypeNone;
self.badgeTypeMouseover = kIMBBadgeTypeNone;
self.shouldDisplayObjectView = YES;
}
return self;
}
- (id) copyWithZone:(NSZone*)inZone
{
IMBNode* copy = [[[self class] allocWithZone:inZone] init];
copy.mediaSource = self.mediaSource;
copy.identifier = self.identifier;
copy.name = self.name;
copy.icon = self.icon;
copy.attributes = self.attributes;
copy.groupType = self.groupType;
copy.displayPriority = self.displayPriority;
copy.group = self.group;
copy.leaf = self.leaf;
copy.loading = self.loading;
copy.wantsRecursiveObjects = self.wantsRecursiveObjects;
copy.includedInPopup = self.includedInPopup;
copy.displayedObjectCount = self.displayedObjectCount;
// copy.parentNode = self.parentNode; // Removed to avoid potentially dangling pointers (parentNode in not retained!)
copy.isTopLevelNode = self.isTopLevelNode;
copy.parser = self.parser;
copy.watcherType = self.watcherType;
copy.watchedPath = self.watchedPath;
copy.badgeTypeNormal = self.badgeTypeNormal;
copy.badgeTypeMouseover = self.badgeTypeMouseover;
copy.badgeTarget = self.badgeTarget;
copy.badgeSelector = self.badgeSelector;
copy.shouldDisplayObjectView = self.shouldDisplayObjectView;
// Create a shallow copy of objects array...
if (self.objects)
{
copy.objects = [NSMutableArray arrayWithArray:self.objects];
}
else
{
copy.objects = nil;
}
// Create a deep copy of the subnodes. This is essential to make background operations completely threadsafe...
if (self.subNodes)
{
NSMutableArray* subNodes = [NSMutableArray arrayWithCapacity:self.subNodes.count];
for (IMBNode* subnode in self.subNodes)
{
IMBNode* copiedSubnode = [subnode copy];
[subNodes addObject:copiedSubnode];
[copiedSubnode release];
}
copy.subNodes = subNodes;
}
else
{
copy.subNodes = nil;
}
return copy;
}
- (void) dealloc
{
[self setSubNodes:nil]; // Sub-nodes have a weak reference to self, so break that
IMBRelease(_mediaSource);
IMBRelease(_identifier);
IMBRelease(_icon);
IMBRelease(_name);
IMBRelease(_attributes);
IMBRelease(_objects);
IMBRelease(_subNodes);
IMBRelease(_parser);
IMBRelease(_watchedPath);
IMBRelease(_badgeTarget);
[super dealloc];
}
//----------------------------------------------------------------------------------------------------------------------
#pragma mark
#pragma mark Accessors
// Accessors for navigating up or down the node tree...
- (void) setSubNodes:(NSArray*)inNodes
{
[_subNodes makeObjectsPerformSelector:@selector(setParentNode:) withObject:nil];
NSArray* nodes = [inNodes copy];
[_subNodes release];
_subNodes = nodes;
[_subNodes makeObjectsPerformSelector:@selector(setParentNode:) withObject:self];
}
- (IMBNode*) topLevelNode
{
if (_parentNode)
{
if (!_parentNode.isGroup)
{
return [_parentNode topLevelNode];
}
}
return self;
}
// Node accessors. Use these for bindings the NSTreeController...
- (NSUInteger) countOfSubNodes
{
return [_subNodes count];
}
- (IMBNode*) objectInSubNodesAtIndex:(NSUInteger)inIndex
{
return [_subNodes objectAtIndex:inIndex];
}
//----------------------------------------------------------------------------------------------------------------------
// Shallow object accessors. Use these for binding the NSArrayController. This only returns the objects that are
// contained directly by this node, but not those contained by any subnodes...
- (NSUInteger) countOfShallowObjects
{
if (_objects)
{
return [_objects count];
}
return 0;
}
- (IMBObject*) objectInShallowObjectsAtIndex:(NSUInteger)inIndex
{
if (_objects)
{
return [_objects objectAtIndex:inIndex];
}
return nil;
}
//----------------------------------------------------------------------------------------------------------------------
// Recursive object accessors. Please note that these accessors use a depth-first algorithm, hoping that most media
// libraries like iPhoto, iTunes, Aperture, etc do the same thing.
// The expensive filtering of duplicate objects that was done in iMedia 1.x has been eliminated as it has caused
// substantial performance problems. It is now the responsibility of the parser classes to ensure that parent nodes
// do not contain any objects that are already contained in subnodes...
- (NSUInteger) countOfRecursiveObjects
{
NSUInteger count = self.countOfShallowObjects;
for (IMBNode* node in _subNodes)
{
count += node.countOfRecursiveObjects;
}
return count;
}
- (IMBObject*) objectInRecursiveObjectsAtIndex:(NSUInteger)inIndex
{
// If the index is smaller that number of objects at this node level, then the object must be right
// here in this node...
NSUInteger count = self.countOfShallowObjects;
if (inIndex < count)
{
return [self objectInShallowObjectsAtIndex:inIndex];
}
// If the index is larger, then it must be in one of the subnodes...
NSUInteger index = inIndex - count;
for (IMBNode* node in _subNodes)
{
IMBObject* object = [node objectInRecursiveObjectsAtIndex:index];
if (object) return object;
else index -= node.countOfRecursiveObjects;
}
// Couldn't find a object with this index (index to large). Return nil...
return nil;
}
//----------------------------------------------------------------------------------------------------------------------
// The bindableObjects property is used to bind the contentArray of IMBObjectArrayController. In this property
// the node can select whether it wants to display shallow or deep (recursive) objects...
- (NSUInteger) countOfBindableObjects
{
if (self.wantsRecursiveObjects)
{
return self.countOfRecursiveObjects;
}
else
{
return self.countOfShallowObjects;
}
}
- (IMBObject*) objectInBindableObjectsAtIndex:(NSUInteger)inIndex
{
if (self.wantsRecursiveObjects)
{
return [self objectInRecursiveObjectsAtIndex:inIndex];
}
else
{
return [self objectInShallowObjectsAtIndex:inIndex];
}
}
//----------------------------------------------------------------------------------------------------------------------
#pragma mark
#pragma mark Helpers
// Nodes are considered to be equal if their identifiers match - even if we are looking at different instances
// (object pointers). This is necessary as nodes are relatively short-lived objects that are replaced with new
// instances often - a necessity in our multithreaded environment...
- (BOOL) isEqual:(id)aNode
{
if (self == aNode)
{
return YES; // fast path
}
else if ([aNode isKindOfClass:[IMBNode class]]) // ImageKit sometimes compares us to strings
{
return [[self identifier] isEqualToString:[aNode identifier]];
}
return NO;
}
- (NSUInteger)hash;
{
return [[self identifier] hash];
}
// Nodes are grouped by type, but within a group nodes are sorted first by priority (1=top, 9=last),
// then alphabetically. (The default value is 5. The idea is to be able to push things UP or DOWN.)
// Nodes without a group type are at the end of the list...
- (NSComparisonResult) compare:(IMBNode*)inNode
{
NSUInteger selfGroupType = self.groupType;
NSUInteger selfDisplayPriority = self.displayPriority;
NSUInteger otherGroupType = inNode.groupType;
NSUInteger otherDisplayPriority = inNode.displayPriority;
if (selfGroupType > otherGroupType)
{
return NSOrderedDescending;
}
else if (selfGroupType < otherGroupType)
{
return NSOrderedAscending;
}
if (selfDisplayPriority > otherDisplayPriority)
{
return NSOrderedDescending;
}
else if (selfDisplayPriority < otherDisplayPriority)
{
return NSOrderedAscending;
}
return [self.name imb_finderCompare:inNode.name];
}
//----------------------------------------------------------------------------------------------------------------------
// Set loading status for self and complete subtree...
- (void) setLoading:(BOOL)inLoading
{
_loading = inLoading;
for (IMBNode* subnode in self.subNodes)
{
subnode.loading = inLoading;
}
}
// Check if this node or one of its ancestors is current loading in the background. In this case it will be
// replaced shortly and is not considered to be eligible for a new background operation...
- (BOOL) isLoading
{
if (_loading) return YES;
if (_parentNode) return [_parentNode isLoading];
return NO;
}
//----------------------------------------------------------------------------------------------------------------------
// Returns the path to this node as a NSIndexSet. Useful for working with NSTreeController and NSOutlineView...
- (NSIndexPath*) indexPath
{
// First build the path as a array of numbers...
NSMutableArray* indexArray = [NSMutableArray array];
[self _recursivelyWalkParentsAddingPathIndexTo:indexArray];
NSUInteger n = [indexArray count];
// Then convert the NSArray into a NSIndexPath...
if (n > 0)
{
NSUInteger* indexes = (NSUInteger*) malloc(n*sizeof(NSUInteger));
for (NSUInteger i=0; i<n; i++)
{
indexes[i] = [[indexArray objectAtIndex:i] unsignedIntegerValue];
}
NSIndexPath* path = [NSIndexPath indexPathWithIndexes:indexes length:n];
free(indexes);
return path;
}
return nil;
}
// This helper method creates an array of numbers containing the indexes to this node...
- (void) _recursivelyWalkParentsAddingPathIndexTo:(NSMutableArray*)inIndexArray
{
// If we have a parent then get the our index in the parents subnodes...
if (_parentNode)
{
[_parentNode _recursivelyWalkParentsAddingPathIndexTo:inIndexArray];
// NSUInteger index = [_parentNode.subNodes indexOfObjectIdenticalTo:self];
// [inIndexArray addObject:[NSNumber numberWithUnsignedInt:index]];
NSUInteger index = 0;
for (IMBNode* siblingNode in _parentNode.subNodes)
{
if ([siblingNode.identifier isEqualToString:self.identifier])
{
[inIndexArray addObject:[NSNumber numberWithUnsignedInteger:index]];
return;
}
index++;
}
}
// If we are at the root the get the node index in the controllers nodes array...
else
{
NSString* mediaType = _parser.mediaType;
IMBLibraryController* libraryController = [IMBLibraryController sharedLibraryControllerWithMediaType:mediaType];
// NSUInteger index = [libraryController.rootNodes indexOfObjectIdenticalTo:self];
// [inIndexArray addObject:[NSNumber numberWithUnsignedInt:index]];
NSUInteger index = 0;
for (IMBNode* siblingNode in libraryController.rootNodes)
{
if ([siblingNode.identifier isEqualToString:self.identifier])
{
[inIndexArray addObject:[NSNumber numberWithUnsignedInteger:index]];
return;
}
index++;
}
}
// Oops, we shouldn't be here...
NSLog(@"Unable to find '%@' in the source list", self.name);
[inIndexArray addObject:[NSNumber numberWithUnsignedInteger:NSNotFound]];
}
//----------------------------------------------------------------------------------------------------------------------
// A node is pouplated if the subnodes and objects arrays are present. Please note that these arrays may still
// be empty (this is also consider to be pouplated)...
- (BOOL) isPopulated
{
return self.subNodes != nil && self.objects !=nil;
}
// Look in our node tree for a node with the specified identifier...
- (IMBNode*) subNodeWithIdentifier:(NSString*)inIdentifier
{
if ([self.identifier isEqualToString:inIdentifier])
{
return self;
}
for (IMBNode* subnode in self.subNodes)
{
IMBNode* found = [subnode subNodeWithIdentifier:inIdentifier];
if (found) return found;
}
return nil;
}
//----------------------------------------------------------------------------------------------------------------------
// Check if self is an ancestor of the specified node. Please note that we are using isEqual: instead of just
// comparing object pointers because nodes are short lived objects that are replaced often in our multithreaded
// environment...
- (BOOL) isAncestorOfNode:(IMBNode*)inNode
{
IMBNode* node = inNode.parentNode;
while (node)
{
if ([self isEqual:node]) return YES;
node = node.parentNode;
}
return NO;
}
// Check if self is a descendant of the specified node...
- (BOOL) isDescendantOfNode:(IMBNode*)inNode
{
for (IMBNode* node in inNode.subNodes)
{
if ([self isEqual:node])
{
return YES;
}
else
{
BOOL found = [self isDescendantOfNode:node];
if (found) return YES;
}
}
return NO;
}
//----------------------------------------------------------------------------------------------------------------------
#pragma mark
#pragma mark Debugging
- (NSString*) description
{
// Basic info...
NSMutableString* description = [NSMutableString stringWithFormat:@"\tIMBNode (%@) \n\t\tidentifier = %@ \n\t\tattributes = %@",
self.name,
self.identifier,
self.attributes];
// Objects...
if ([_objects count] > 0)
{
[description appendFormat:@"\n\t\tobjects = %u",[_objects count]];
for (IMBObject* object in _objects)
{
[description appendFormat:@"\n\t\t\t%@",object.name];
}
}
// Subnodes...
if ([_subNodes count] > 0)
{
[description appendFormat:@"\n\t\tsubnodes = %u",[_subNodes count]];
for (IMBNode* subnode in _subNodes)
{
[description appendFormat:@"\n\t\t\t%@",subnode.name];
}
}
return description;
}
//----------------------------------------------------------------------------------------------------------------------
@end