ValueHandler
ValueHandler* valueHandler;
BReference<ValueHandler> handlerReference(valueHandler, true);
ValueHandler* valueHandler;
BReference<ValueHandler> handlerReference(valueHandler, true);
ValueHandler* GetValueHandler() const
void SetValueHandler(ValueHandler* handler)
ValueHandler* fValueHandler;
ValueHandler::~ValueHandler()
ValueHandler::CreateTableCellValueSettingsMenu(Value* value, Settings* settings,
ValueHandler::GetTableCellValueEditor(Value* value, Settings* settings,
class ValueHandler : public BReferenceable {
virtual ~ValueHandler();
ValueHandlerRoster::FindValueHandler(Value* value, ValueHandler*& _handler)
ValueHandler* bestHandler = NULL;
for (int32 i = 0; ValueHandler* handler = fValueHandlers.ItemAt(i); i++) {
ValueHandler* handler;
BReference<ValueHandler> handlerReference(handler, true);
ValueHandler* handler;
BReference<ValueHandler> handlerReference(handler, true);
ValueHandlerRoster::RegisterHandler(ValueHandler* handler)
ValueHandlerRoster::UnregisterHandler(ValueHandler* handler)
for(int32 i = 0; ValueHandler* handler = fValueHandlers.ItemAt(i); i++)
name##ValueHandler* handler \
= new(std::nothrow) name##ValueHandler; \
BReference<name##ValueHandler> handlerReference(handler, true); \
class ValueHandler;
typedef BObjectList<ValueHandler> ValueHandlerList;
ValueHandler*& _handler);
bool RegisterHandler(ValueHandler* handler);
void UnregisterHandler(ValueHandler* handler);
class BoolValueHandler : public ValueHandler {
class FloatValueHandler : public ValueHandler {
class IntegerValueHandler : public ValueHandler {
class StringValueHandler : public ValueHandler {