--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/iaupdate/IAD/ui/src/iaupdatedeputils.cpp Thu Dec 17 08:51:10 2009 +0200
@@ -0,0 +1,126 @@
+/*
+* Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
+* All rights reserved.
+* This component and the accompanying materials are made available
+* under the terms of "Eclipse Public License v1.0"
+* which accompanies this distribution, and is available
+* at the URL "http://www.eclipse.org/legal/epl-v10.html".
+*
+* Initial Contributors:
+* Nokia Corporation - initial contribution.
+*
+* Contributors:
+*
+* Description: This module contains the implementation of IAUpdateDepUtils class
+* member functions.
+*
+*/
+
+
+
+// INCLUDES
+#include "iaupdatedeputils.h"
+#include "iaupdatebasenode.h"
+#include "iaupdateanynode.h"
+#include "iaupdatenode.h"
+
+
+// ---------------------------------------------------------------------------
+// IAUpdateDepUtils::GetDependenciesL
+//
+// ---------------------------------------------------------------------------
+//
+void IAUpdateDepUtils::GetDependenciesL( const MIAUpdateNode& aNode,
+ const RPointerArray<MIAUpdateAnyNode>& aAllNodes,
+ RPointerArray<MIAUpdateNode>& aDependencyNodes )
+ {
+ RPointerArray<MIAUpdateNode> dependencies;
+ CleanupClosePushL( dependencies );
+ // Include hidden nodes here. So, we can check the whole hierarchy
+ // of dependencies. Maybe there are some hidden nodes in the middle of the
+ // hierarchy. So, this way we can be sure that visible dependencies after
+ // those hidden nodes are also counted here.
+ // Notice, ownership of the nodes is not transferred here.
+ aNode.GetDependenciesL( dependencies, ETrue );
+ for ( TInt i = 0; i < dependencies.Count(); ++i )
+ {
+ MIAUpdateNode* dependencyNode( dependencies[ i ] );
+ if ( dependencyNode != &aNode ) //skip if dependency is node itself
+ {
+ TInt nodeInd = aAllNodes.Find( dependencyNode );
+ if ( nodeInd >= 0 ) // be sure that dependency is shown in UI
+ {
+ if ( !aAllNodes[ nodeInd ]->Base().IsSelected() )
+ { // dependency is umarked
+ if ( aDependencyNodes.Find( dependencyNode ) == KErrNotFound )//skip if dependency already in a list
+ {
+ aDependencyNodes.AppendL( dependencyNode );
+ GetDependenciesL( *dependencyNode, aAllNodes, aDependencyNodes );
+ }
+ }
+ }
+ else if ( dependencyNode->Base().Hidden() )
+ {
+ // Hidden nodes are not included into the list but
+ // still their dependencies need to be checked.
+ // Notice, that some nodes in the middle of the
+ // dependency chain may be hidden. But, some of
+ // their dependencies may still be visible. So,
+ // those dependencies should be shown in the UI
+ // in a normal way.
+ GetDependenciesL( *dependencyNode, aAllNodes, aDependencyNodes );
+ }
+ }
+ }
+ CleanupStack::PopAndDestroy( &dependencies );
+ }
+
+// ---------------------------------------------------------------------------
+// IAUpdateDepUtils::GetDependantsL
+//
+// ---------------------------------------------------------------------------
+//
+void IAUpdateDepUtils::GetDependantsL( const MIAUpdateNode& aNode,
+ const RPointerArray<MIAUpdateAnyNode>& aAllNodes,
+ RPointerArray<MIAUpdateNode>& aDependantNodes )
+ {
+ RPointerArray<MIAUpdateNode> dependants;
+ CleanupClosePushL( dependants );
+ // Include hidden nodes here. So, we can check the whole hierarchy
+ // of dependants. Maybe there are some hidden nodes in the middle of the
+ // hierarchy. So, this way we can be sure that visible dependants after
+ // those hidden nodes are also counted here.
+ // Notice, ownership of the nodes is not transferred here.
+ aNode.GetDependantsL( dependants, ETrue );
+ for ( TInt i = 0; i < dependants.Count(); ++i )
+ {
+ MIAUpdateNode* dependantNode = dependants[ i ];
+ if ( dependantNode != &aNode ) //skip if dependant is node itself
+ {
+ TInt nodeInd = aAllNodes.Find( dependantNode );
+ if ( nodeInd >= 0 ) // be sure that dependant is shown in UI
+ {
+ if ( aAllNodes[ nodeInd ]->Base().IsSelected() )
+ { // dependant is marked
+ if ( aDependantNodes.Find( dependantNode ) == KErrNotFound )//skip if dependant already in a list
+ {
+ aDependantNodes.AppendL( dependantNode );
+ GetDependantsL( *dependantNode, aAllNodes, aDependantNodes );
+ }
+ }
+ }
+ else if ( dependantNode->Base().Hidden() )
+ {
+ // Hidden nodes are not included into the list but
+ // still their dependants need to be checked.
+ // Notice, that some nodes in the middle of the
+ // dependant chain may be hidden. But, some of
+ // their dependants may still be visible. So,
+ // those dependants should be shown in the UI
+ // in a normal way.
+ GetDependantsL( *dependantNode, aAllNodes, aDependantNodes );
+ }
+ }
+ }
+ CleanupStack::PopAndDestroy( &dependants );
+ }