iaupdate/IAD/ui/src/iaupdatedeputils.cpp
changeset 0 ba25891c3a9e
child 25 7333d7932ef7
--- /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 );
+    }