/*
* 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 );
}