/* * EntityOwner.h * * Created on: Nov 15, 2016 * Author: Martin Hierholzer */ #ifndef CHIMERATK_ENTITY_OWNER_H #define CHIMERATK_ENTITY_OWNER_H #include <string> #include <list> #include "VariableNetworkNode.h" namespace ChimeraTK { class AccessorBase; class Module; class VirtualModule; /** Base class for owners of other EntityOwners (e.g. Modules) and Accessors. * @todo Rename this class to "Owner" and make it more generic. It should basically just implement the * "Composite Pattern". The classes AccessorBase, Module and Owner should have a common base class called * "Component". */ class EntityOwner { public: /** Constructor: register the EntityOwner with its owner */ EntityOwner(EntityOwner *owner, const std::string &name, const std::string &description, bool eliminateHierarchy=false, const std::unordered_set<std::string> &tags={}); /** Virtual destructor to make the type polymorphic */ virtual ~EntityOwner(); /** Get the name of the module instance */ const std::string& getName() const { return _name; } /** Get the fully qualified name of the module instance, i.e. the name containing all module names further up in * the hierarchy. */ std::string getQualifiedName() const { return ( _owner != nullptr ? _owner->getQualifiedName() : "" ) + "/" + _name; } /** Get the decription of the module instance */ const std::string& getDescription() const { return _description; } /** Obtain the list of accessors/variables directly associated with this instance */ std::list<VariableNetworkNode>& getAccessorList() { return accessorList; } const std::list<VariableNetworkNode>& getAccessorList() const { return accessorList; } /** Obtain the list of submodules associated with this instance */ const std::list<Module*>& getSubmoduleList() const { return moduleList; } /** Obtain the list of accessors/variables associated with this instance and any variable groups. If the optional * argument is set to true, also submodules (which have their own thread) are included. In that case, the * accessors in the returned list may not be used (i.e. write or read data or initiate transfers) from the same * thread and only connections may be registered between the accessors. */ std::list<VariableNetworkNode> getAccessorListRecursive(bool includeSubmodules = false); /** Obtain the list of submodules associated with this instance and any submodules */ std::list<Module*> getSubmoduleListRecursive(); /** Return a VirtualModule containing the part of the tree structure matching the given tag. The resulting * VirtualModule might have virtual sub-modules, if this EntityOwner contains sub-EntityOwners with * entities matchting the tag. */ VirtualModule findTag(const std::string &tag, bool eliminateAllHierarchies=false) const; /** Add the part of the tree structure matching the given tag to a VirtualModule. Users normally will use * findTag() instead. */ void findTagAndAppendToModule(VirtualModule &module, const std::string &tag, bool eliminateAllHierarchies=false, bool eliminateFirstHierarchy=false) const; /** Called inside the constructor of Accessor: adds the accessor to the list */ void registerAccessor(VariableNetworkNode accessor) { for(auto &tag : _tags) accessor.addTag(tag); accessorList.push_back(accessor); } /** Called inside the destructor of Accessor: removes the accessor from the list */ void unregisterAccessor(VariableNetworkNode accessor) { accessorList.remove(accessor); } /** Register another module as a sub-mdoule. Will be called automatically by all modules in their constructors. */ void registerModule(Module* module); /** Unregister another module as a sub-mdoule. Will be called automatically by all modules in their destructors. */ void unregisterModule(Module* module); /** Add a tag to all Application-type nodes inside this group. It will recurse into any subgroups. See * VariableNetworkNode::addTag() for additional information about tags. */ void addTag(const std::string &tag); /** Eliminate the level of hierarchy represented by this EntityOwner. This is e.g. used when building the * hierarchy of VirtualModules in findTag(). Eliminating one level of hierarchy will make all childs of that * hierarchy level to appear as if there were direct childs of the next higher hierarchy level. If e.g. there is * a variable on the third level "A.B.C" and one selects to eliminate the second level of hierarchy (e.g. calls * B.eliminateHierarchy()), the structure would look like "A.C". This of course only affects the "dynamic" data * model, while the static C++ model is fixed at compile time. * @todo Also use in VariableGroup::operator() and VariableGroup::operator[] ??? */ void setEliminateHierarchy() { _eliminateHierarchy = true; } /** Returns the flag whether this level of hierarchy should be eliminated */ bool getEliminateHierarchy() const { return _eliminateHierarchy; } /** Create a VirtualModule which contains all variables of this EntityOwner in a flat hierarchy. It will recurse * through all sub-modules and add all found variables directly to the VirtualModule. */ VirtualModule flatten(); /** Print the full hierarchy to stdout. */ void dump(const std::string &prefix="") const; protected: /** The name of this instance */ std::string _name; /** The description of this instance */ std::string _description; /** Owner of this instance */ EntityOwner *_owner{nullptr}; /** List of accessors owned by this instance */ std::list<VariableNetworkNode> accessorList; /** List of modules owned by this instance */ std::list<Module*> moduleList; /** Flag whether this level of hierarchy should be eliminated or not */ bool _eliminateHierarchy{false}; /** List of tags to be added to all accessors and modules inside this module */ std::unordered_set<std::string> _tags; }; } /* namespace ChimeraTK */ #endif /* CHIMERATK_ENTITY_OWNER_H */