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1 \section{The wxWindows resource system}\label{resourceformats}
2
3 wxWindows has an optional {\it resource file} facility,
4 which allows separation of dialog, menu, bitmap and icon specifications
5 from the application code.
6
7 It is similar in principle to the Windows resource file (whose ASCII form is
8 suffixed .RC and whose binary form is suffixed .RES). The wxWindows resource
9 file is currently ASCII-only, suffixed .WXR. Note that under Windows,
10 the .WXR file does not {\it replace} the native Windows resource file,
11 it merely supplements it. There is no existing native resource format in X
12 (except for the defaults file, which has limited expressive power).
13
14 For details of functions for manipulating resource files and loading
15 user interface elements, see \helpref{wxWindows resource functions}{resourcefuncs}.
16
17 You can use Dialog Editor to create resource files. Unfortunately neither
18 Dialog Editor nor the .WXR format currently cover all wxWindows controls;
19 some are missing, such as wxSpinCtrl, wxSpinButton, wxListCtrl, wxTreeCtrl and others.
20
21 Note that in later versions of wxWindows, this resource format will be replaced
22 by XML specifications that can also include sizers.
23
24 \subsection{The format of a .WXR file}
25
26 A wxWindows resource file may look a little odd at first. It is C++
27 compatible, comprising mostly of static string variable declarations with
28 wxExpr syntax within the string.
29
30 Here's a sample .WXR file:
31
32 \begin{verbatim}
33 /*
34 * wxWindows Resource File
35 *
36 */
37
38 #include "noname.ids"
39
40 static char *my_resource = "bitmap(name = 'my_resource',\
41 bitmap = ['myproject', wxBITMAP_TYPE_BMP_RESOURCE, 'WINDOWS'],\
42 bitmap = ['myproject.xpm', wxBITMAP_TYPE_XPM, 'X']).";
43
44 static char *menuBar11 = "menu(name = 'menuBar11',\
45 menu = \
46 [\
47 ['&File', 1, '', \
48 ['&Open File', 2, 'Open a file'],\
49 ['&Save File', 3, 'Save a file'],\
50 [],\
51 ['E&xit', 4, 'Exit program']\
52 ],\
53 ['&Help', 5, '', \
54 ['&About', 6, 'About this program']\
55 ]\
56 ]).";
57
58 static char *project_resource = "icon(name = 'project_resource',\
59 icon = ['project', wxBITMAP_TYPE_ICO_RESOURCE, 'WINDOWS'],\
60 icon = ['project_data', wxBITMAP_TYPE_XBM, 'X']).";
61
62 static char *panel3 = "dialog(name = 'panel3',\
63 style = '',\
64 title = 'untitled',\
65 button_font = [14, 'wxSWISS', 'wxNORMAL', 'wxBOLD', 0],\
66 label_font = [10, 'wxSWISS', 'wxNORMAL', 'wxNORMAL', 0],\
67 x = 0, y = 37, width = 292, height = 164,\
68 control = [1000, wxButton, 'OK', '', 'button5', 23, 34, -1, -1, 'my_resource'],\
69 control = [1001, wxStaticText, 'A Label', '', 'message7', 166, 61, -1, -1, 'my_resource'],\
70 control = [1002, wxTextCtrl, 'Text', 'wxTE_MULTITEXT', 'text8', 24, 110, -1, -1]).";
71 \end{verbatim}
72
73 As you can see, C++-style comments are allowed, and apparently include files
74 are supported too: but this is a special case, where the included file
75 is a file of defines shared by the C++ application code and resource file
76 to relate identifiers (such as FILE\_OPEN) to integers.
77
78 Each {\it resource object} is of standard \helpref{wxExpr}{wxexpr} syntax, that is,
79 an object name such as {\bf dialog} or {\bf icon}, then an open
80 parenthesis, a list of comma-delimited attribute/value pairs, a closing
81 parenthesis, and a full stop. Backslashes are required to escape newlines,
82 for the benefit of C++ syntax. If double quotation marks are used to
83 delimit strings, they need to be escaped with backslash within a C++ string
84 (so it is easier to use single quotation marks instead).
85
86 \normalbox{{\it A note on string syntax:} A string that begins with
87 an alphabetic character, and contains only alphanumeric characters,
88 hyphens and underscores, need not be quoted at all. Single quotes and double
89 quotes may be used to delimit more complex strings. In fact, single-quoted
90 and no-quoted strings are actually called {\it words}, but are treated
91 as strings for the purpose of the resource system.}
92
93 A resource file like this is typically included in the application main file,
94 as if it were a normal C++ file. This eliminates the need for a separate
95 resource file to be distributed alongside the executable. However, the
96 resource file can be dynamically loaded if desired (useful for non-C++
97 languages such as Python).
98
99 Once included, the resources need to be `parsed' (interpreted), because
100 so far the data is just a number of static string variables. The function\rtfsp
101 {\bf ::wxResourceParseData} is called early on in initialization of the application
102 (usually in {\bf wxApp::OnInit}) with a variable as argument. This may need to be
103 called a number of times, one for each variable. However, more than one
104 resource `object' can be stored in one string variable at a time, so you can
105 get all your resources into one variable if you want to.
106
107 {\bf ::wxResourceParseData} parses the contents of the resource, ready for use
108 by functions such as {\bf ::wxResourceCreateBitmap} and {\bf wxPanel::LoadFromResource}.
109
110 If a wxWindows resource object (such as a bitmap resource) refers to a
111 C++ data structure, such as static XPM data, a further call ({\bf ::wxResourceRegisterBitmapData}) needs
112 to be made on initialization to tell
113 wxWindows about this data. The wxWindows resource object will refer to a
114 string identifier, such as `project\_data' in the example file above.
115 This identifier will be looked up in a table to get the C++ static data
116 to use for the bitmap or icon.
117
118 In the C++ fragment below, the WXR resource file is included,
119 and appropriate resource initialization is carried out in {\bf OnInit}.
120 Note that at this stage, no actual wxWindows dialogs, menus, bitmaps or
121 icons are created; their `templates' are merely being set up for later
122 use.
123
124 \begin{verbatim}
125 /*
126 * File: project.cpp
127 * Purpose: main application module
128 */
129
130 #include "wx/wx.h"
131 #include "project.h"
132
133 // Includes the dialog, menu etc. resources
134 #include "project.wxr"
135
136 // Includes XPM data
137 #include "project.xpm"
138
139 IMPLEMENT_APP(AppClass)
140
141 // Called to initialize the program
142 bool AppClass::OnInit()
143 {
144 wxResourceRegisterBitmapData("project_data", project_bits, project_width, project_height);
145
146 wxResourceParseData(menuBar11);
147 wxResourceParseData(my_resource);
148 wxResourceParseData(project_resource);
149 wxResourceParseData(panel3);
150 ...
151
152 return TRUE;
153 }
154 \end{verbatim}
155
156 The following code shows a dialog:
157
158 \begin{verbatim}
159 // project.wxr contains dialog1
160 MyDialog *dialog = new MyDialog;
161 if (dialog->LoadFromResource(this, "dialog1"))
162 {
163 wxTextCtrl *text = (wxTextCtrl *)wxFindWindowByName("text3", dialog);
164 if (text)
165 text->SetValue("wxWindows resource demo");
166 dialog->ShowModal();
167 }
168 dialog->Destroy();
169 \end{verbatim}
170
171 Please see also the resource sample.
172
173 \subsection{Dialog resource format}
174
175 A dialog resource object may be used for either panels or dialog boxes, and
176 consists of the following attributes. In the following, a {\it font specification}\rtfsp
177 is a list consisting of point size, family, style, weight, underlined, optional facename.
178
179 \begin{twocollist}\itemsep=0pt
180 \twocolitemruled{Attribute}{Value}
181 \twocolitem{id}{The integer identifier of the resource.}
182 \twocolitem{name}{The name of the resource.}
183 \twocolitem{style}{Optional dialog box or panel window style.}
184 \twocolitem{title}{The title of the dialog box (unused if a panel).}.
185 \twocolitem{modal}{Whether modal: 1 if modal, 0 if modeless, absent if a panel resource.}
186 \twocolitem{use\_dialog\_units}{If 1, use dialog units (dependent on the dialog font size) for control sizes and positions.}
187 \twocolitem{use\_system\_defaults}{If 1, override colours and fonts to use system settings instead.}
188 \twocolitem{button\_font}{The font used for control buttons: a list comprising point size (integer),
189 family (string), font style (string), font weight (string) and underlining (0 or 1).}
190 \twocolitem{label\_font}{The font used for control labels: a list comprising point size (integer),
191 family (string), font style (string), font weight (string) and underlining (0 or 1). Now obsolete; use button\_font instead.}
192 \twocolitem{x}{The x position of the dialog or panel.}
193 \twocolitem{y}{The y position of the dialog or panel.}
194 \twocolitem{width}{The width of the dialog or panel.}
195 \twocolitem{height}{The height of the dialog or panel.}
196 \twocolitem{background\_colour}{The background colour of the dialog or panel.}
197 \twocolitem{label\_colour}{The default label colour for the children of the dialog or panel. Now obsolete; use button\_colour instead.}
198 \twocolitem{button\_colour}{The default button text colour for the children of the dialog or panel.}
199 \end{twocollist}
200
201 Then comes zero or more attributes named `control' for each control
202 (panel item) on the dialog or panel. The value is a list of further
203 elements. In the table below, the names in the first column correspond to
204 the first element of the value list, and the second column details the
205 remaining elements of the list. Note that titles for some controls are obsolete
206 (they don't have titles), but the syntax is retained for backward compatibility.
207
208 \begin{twocollist}\itemsep=0pt
209 \twocolitemruled{Control}{Values}
210 \twocolitem{wxButton}{id (integer), title (string), window style (string), name (string), x, y, width, height, button bitmap resource (optional string), button font spec}
211 \twocolitem{wxCheckBox}{id (integer), title (string), window style (string), name (string), x, y, width, height, default value (optional integer, 1 or 0), label font spec}
212 \twocolitem{wxChoice}{id (integer), title (string), window style (string), name (string), x, y, width, height, values (optional list of strings), label font spec, button font spec}
213 \twocolitem{wxComboBox}{id (integer), title (string), window style (string), name (string), x, y, width, height, default text value, values (optional list of strings), label font spec, button font spec}
214 \twocolitem{wxGauge}{id (integer), title (string), window style (string), name (string), x, y, width, height, value (optional integer), range (optional integer), label font spec, button font spec}
215 \twocolitem{wxStaticBox}{id (integer), title (string), window style (string), name (string), x, y, width, height, label font spec}
216 \twocolitem{wxListBox}{id (integer), title (string), window style (string), name (string), x, y, width, height, values (optional list of strings), multiple (optional string, wxSINGLE or wxMULTIPLE),
217 label font spec, button font spec}
218 \twocolitem{wxStaticText}{id (integer), title (string), window style (string), name (string), x, y, width, height, message bitmap resource (optional string), label font spec}
219 \twocolitem{wxRadioBox}{id (integer), title (string), window style (string), name (string), x, y, width, height, values (optional list of strings), number of rows or cols,
220 label font spec, button font spec}
221 \twocolitem{wxRadioButton}{id (integer), title (string), window style (string), name (string), x, y, width, height, default value (optional integer, 1 or 0), label font spec}
222 \twocolitem{wxScrollBar}{id (integer), title (string), window style (string), name (string), x, y, width, height, value (optional integer),
223 page length (optional integer), object length (optional integer), view length (optional integer)}
224 \twocolitem{wxSlider}{id (integer), title (string), window style (string), name (string), x, y, width, height, value (optional integer), minimum (optional integer), maximum (optional integer),
225 label font spec, button font spec}
226 \twocolitem{wxTextCtrl}{id (integer), title (string), window style (string), name (string), x, y, width, height, default value (optional string),
227 label font spec, button font spec}
228 \end{twocollist}
229
230 \subsection{Menubar resource format}
231
232 A menubar resource object consists of the following attributes.
233
234 \begin{twocollist}\itemsep=0pt
235 \twocolitemruled{Attribute}{Value}
236 \twocolitem{name}{The name of the menubar resource.}
237 \twocolitem{menu}{A list containing all the menus, as detailed below.}
238 \end{twocollist}
239
240 The value of the {\bf menu} attribute is a list of menu item specifications, where each menu
241 item specification is itself a list comprising:
242
243 \begin{itemize}\itemsep=0pt
244 \item title (a string)
245 \item menu item identifier (a string or non-zero integer, see below)
246 \item help string (optional)
247 \item 0 or 1 for the `checkable' parameter (optional)
248 \item optionally, further menu item specifications if this item is a pulldown menu.
249 \end{itemize}
250
251 If the menu item specification is the empty list ([]), this is interpreted as a menu separator.
252
253 If further (optional) information is associated with each menu item in a future release of wxWindows,
254 it will be placed after the help string and before the optional pulldown menu specifications.
255
256 Note that the menu item identifier must be an integer if the resource is being
257 included as C++ code and then parsed on initialisation. Unfortunately,\rtfsp
258 \#define substitution is not performed inside strings, and
259 therefore the program cannot know the mapping. However, if the .WXR file
260 is being loaded dynamically, wxWindows will attempt to replace string
261 identifiers with \#defined integers, because it is able to parse
262 the included \#defines.
263
264 \subsection{Bitmap resource format}
265
266 A bitmap resource object consists of a name attribute, and one or more {\bf bitmap} attributes.
267 There can be more than one of these to allow specification of bitmaps that are optimum for the
268 platform and display.
269
270 \begin{itemize}\itemsep=0pt
271 \item Bitmap name or filename.
272 \item Type of bitmap; for example, wxBITMAP\_TYPE\_BMP\_RESOURCE. See class reference under {\bf wxBitmap} for
273 a full list).
274 \item Platform this bitmap is valid for; one of WINDOWS, X, MAC and ANY.
275 \item Number of colours (optional).
276 \item X resolution (optional).
277 \item Y resolution (optional).
278 \end{itemize}
279
280 \subsection{Icon resource format}
281
282 An icon resource object consists of a name attribute, and one or more {\bf icon} attributes.
283 There can be more than one of these to allow specification of icons that are optimum for the
284 platform and display.
285
286 \begin{itemize}\itemsep=0pt
287 \item Icon name or filename.
288 \item Type of icon; for example, wxBITMAP\_TYPE\_ICO\_RESOURCE. See class reference under {\bf wxBitmap} for
289 a full list).
290 \item Platform this bitmap is valid for; one of WINDOWS, X, MAC and ANY.
291 \item Number of colours (optional).
292 \item X resolution (optional).
293 \item Y resolution (optional).
294 \end{itemize}
295
296 \subsection{Resource format design issues}
297
298 The .WXR file format is a recent addition and subject to change.
299 The use of an ASCII resource file format may seem rather inefficient, but this
300 choice has a number of advantages:
301
302 \begin{itemize}\itemsep=0pt
303 \item Since it is C++ compatible, it can be included into an application's source code,
304 eliminating the problems associated with distributing a separate resource file
305 with the executable. However, it can also be loaded dynamically from a file, which will be required
306 for non-C++ programs that use wxWindows.
307 \item No extra binary file format and separate converter need be maintained for the wxWindows project
308 (although others are welcome to add the equivalent of the Windows `rc' resource
309 parser and a binary format).
310 \item It would be difficult to append a binary resource component onto an executable
311 in a portable way.
312 \item The file format is essentially the \helpref{wxExpr}{wxexpr} object format, for which
313 a parser already exists, so parsing is easy. For those programs that use wxExpr
314 anyway, the size overhead of the parser is minimal.
315 \end{itemize}
316
317 The disadvantages of the approach include:
318
319 \begin{itemize}\itemsep=0pt
320 \item Parsing adds a small execution overhead to program initialization.
321 \item Under 16-bit Windows especially, global data is at a premium.
322 Using a .RC resource table for some wxWindows resource data may be a partial solution,
323 although .RC strings are limited to 255 characters.
324 \item Without a resource preprocessor, it is not possible to substitute integers
325 for identifiers (so menu identifiers have to be written as integers in the resource
326 object, in addition to providing \#defines for application code convenience).
327 \end{itemize}
328
329 \subsection{Compiling the resource system}
330
331 To enable the resource system, set {\bf wxUSE\_WX\_RESOURCES} to 1 in setup.h.
332