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1 \section{The wxWindows resource system}\label{resourceformats}
2
3 From version 1.61, 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 Using wxWindows resources for panels and dialogs has an effect on how
15 you deal with panel item callbacks: you can't specify a callback function in
16 a resource file, so how do you achieve the same effect as with programmatic
17 panel construction? The solution is similar to that adopted by Windows, which
18 is to use the {\it parent} panel or dialog to intercept user events.
19
20 From 1.61, wxWindows routes panel item events that do not have a callback
21 to the \helpref{OnCommand}{wxwindowoncommand} member of the panel (or dialog). So, to use
22 panel or dialog resources, you need to derive a new class and override the
23 default (empty) OnCommand member. The first argument is a reference
24 to a wxWindow, and the second is a reference to a wxCommandEvent. Check the
25 name of the panel item that's generating an event by using the \helpref{wxWindow::GetName}{wxwindowgetname}\rtfsp
26 function and a string comparison function such as \helpref{wxStringEq}{wxstringeq}.
27 You may need to cast the reference to an appropriate specific type to perform
28 some operations.
29
30 To obtain a pointer to a panel item when you only have the name (for example,
31 when you need to set a value of a text item from outside of the {\bf OnCommand} function),
32 use the function \helpref{wxFindWindowByName}{wxfindwindowbyname}.
33
34 For details of functions for manipulating resource files and loading
35 user interface elements, see \helpref{wxWindows resource functions}{resourcefuncs}.
36
37 \subsection{The format of a .WXR file}
38
39 A wxWindows resource file may look a little odd at first. It's C++
40 compatible, comprising mostly of static string variable declarations with
41 PrologIO syntax within the string.
42
43 Here's a sample .WXR file:
44
45 \begin{verbatim}
46 /*
47 * wxWindows Resource File
48 * Written by wxBuilder
49 *
50 */
51
52 #include "noname.ids"
53
54 static char *aiai_resource = "bitmap(name = 'aiai_resource',\
55 bitmap = ['aiai', wxBITMAP_TYPE_BMP_RESOURCE, 'WINDOWS'],\
56 bitmap = ['aiai.xpm', wxBITMAP_TYPE_XPM, 'X']).";
57
58 static char *menuBar11 = "menu(name = 'menuBar11',\
59 menu = \
60 [\
61 ['&File', 1, '', \
62 ['&Open File', 2, 'Open a file'],\
63 ['&Save File', 3, 'Save a file'],\
64 [],\
65 ['E&xit', 4, 'Exit program']\
66 ],\
67 ['&Help', 5, '', \
68 ['&About', 6, 'About this program']\
69 ]\
70 ]).";
71
72 static char *project_resource = "icon(name = 'project_resource',\
73 icon = ['project', wxBITMAP_TYPE_ICO_RESOURCE, 'WINDOWS'],\
74 icon = ['project_data', wxBITMAP_TYPE_XBM, 'X']).";
75
76 static char *panel3 = "dialog(name = 'panel3',\
77 style = '',\
78 title = 'untitled',\
79 button_font = [14, 'wxSWISS', 'wxNORMAL', 'wxBOLD', 0],\
80 label_font = [10, 'wxSWISS', 'wxNORMAL', 'wxNORMAL', 0],\
81 x = 0, y = 37, width = 292, height = 164,\
82 control = [wxButton, 'OK', '', 'button5', 23, 34, -1, -1, 'aiai_resource'],\
83 control = [wxMessage, 'A Label', '', 'message7', 166, 61, -1, -1, 'aiai_resource'],\
84 control = [wxText, 'Text', 'wxVERTICAL_LABEL', 'text8', 24, 110, -1, -1]).";
85 \end{verbatim}
86
87 As you can see, C++-style comments are allowed, and apparently include files
88 are supported too: but this is a special case, where the included file
89 is a file of defines shared by the C++ application code and resource file
90 to relate identifiers (such as FILE\_OPEN) to integers.
91
92 Each {\it resource object} is of standard PrologIO syntax, that is,
93 an object name such as {\bf dialog} or {\bf icon}, then an open
94 parenthesis, a list of comma-delimited attribute/value pairs, a closing
95 parenthesis, and a full stop. Backslashes are required to escape newlines,
96 for the benefit of C++ syntax. If double quotation marks are used to
97 delimit strings, they need to be escaped with backslash within a C++ string
98 (so it's easier to use single quotation marks instead).
99
100 \normalbox{{\it A note on PrologIO string syntax:} A string that begins with
101 an alphabetic character, and contains only alphanumeric characters,
102 hyphens and underscores, need not be quoted at all. Single quotes and double
103 quotes may be used to delimit more complex strings. In fact, single-quoted
104 and no-quoted strings are actually called {\it words}, but are treated
105 as strings for the purpose of the resource system.}
106
107 A resource file like this is typically included in the application main file,
108 as if it were a normal C++ file. This eliminates the need for a separate
109 resource file to be distributed alongside the executable. However, the
110 resource file can be dynamically loaded if desired (for example by a non-C++
111 language such as CLIPS, Prolog or Python).
112
113 Once included, the resources need to be `parsed' (interpreted), because
114 so far the data is just a number of static string variables. The function\rtfsp
115 {\bf ::wxResourceParseData} is called early on in initialization of the application
116 (usually in {\bf wxApp::OnInit}) with a variable as argument. This may need to be
117 called a number of times, one for each variable. However, more than one
118 resource `object' can be stored in one string variable at a time, so you can
119 get all your resources into one variable if you want to.
120
121 {\bf ::wxResourceParseData} parses the contents of the resource, ready for use
122 by functions such as {\bf ::wxResourceCreateBitmap} and {\bf wxPanel::LoadFromResource}.
123
124 If a wxWindows resource object (such as a bitmap resource) refers to a
125 C++ data structure, such as static XBM or XPM data, a further call ({\bf
126 ::wxResourceRegisterBitmapData}) needs to be made on initialization to tell
127 wxWindows about this data. The wxWindows resource object will refer to a
128 string identifier, such as `project\_data' in the example file above.
129 This identifier will be looked up in a table to get the C++ static data
130 to use for the bitmap or icon.
131
132 In the C++ fragment below, the WXR resource file is included,
133 and appropriate resource initialization is carried out in {\bf OnInit}.
134 Note that at this stage, no actual wxWindows dialogs, menus, bitmaps or
135 icons are created; their `templates' are merely being set up for later
136 use.
137
138 \begin{verbatim}
139 /*
140 * File: noname.cc
141 * Purpose: main application module, generated by wxBuilder.
142 */
143
144 #include "wx.h"
145 #include "wx_help.h"
146 #include "noname.h"
147
148 // Includes the dialog, menu etc. resources
149 #include "noname.wxr"
150
151 // Includes XBM data
152 #include "project.xbm"
153
154 // Declare an instance of the application: allows the program to start
155 AppClass theApp;
156
157 // Called to initialize the program
158 wxFrame *AppClass::OnInit(void)
159 {
160 #ifdef wx_x
161 wxResourceRegisterBitmapData("project_data", project_bits, project_width, project_height);
162 #endif
163 wxResourceParseData(menuBar11);
164 wxResourceParseData(aiai_resource);
165 wxResourceParseData(project_resource);
166 wxResourceParseData(panel3);
167 ...
168 }
169 \end{verbatim}
170
171
172 \subsection{Dialog resource format}
173
174 A dialog resource object may be used for either panels or dialog boxes, and
175 consists of the following attributes. In the following, a {\it font specification}\rtfsp
176 is a list consisting of point size, family, style, weight, underlined, optional facename.
177
178 \begin{twocollist}\itemsep=0pt
179 \twocolitemruled{Attribute}{Value}
180 \twocolitem{name}{The name of the resource.}
181 \twocolitem{style}{Optional dialog box or panel window style.}
182 \twocolitem{title}{The title of the dialog box (unused if a panel).}.
183 \twocolitem{modal}{Whether modal: 1 if modal, 0 if modeless, absent if a panel resource.}
184 \twocolitem{button\_font}{The font used for control buttons: a list comprising point size (integer),
185 family (string), font style (string), font weight (string) and underlining (0 or 1).}
186 \twocolitem{label\_font}{The font used for control labels: a list comprising point size (integer),
187 family (string), font style (string), font weight (string) and underlining (0 or 1).}
188 \twocolitem{x}{The x position of the dialog or panel.}
189 \twocolitem{y}{The y position of the dialog or panel.}
190 \twocolitem{width}{The width of the dialog or panel.}
191 \twocolitem{height}{The height of the dialog or panel.}
192 \twocolitem{background\_colour}{The background colour of the dialog or panel. Only valid if the style includes wxUSER\_COLOURS.}
193 \twocolitem{label\_colour}{The default label colour for the children of the dialog or panel. Only valid if the style includes wxUSER\_COLOURS.}
194 \twocolitem{button\_colour}{The default button text colour for the children of the dialog or panel. Only valid if the style includes wxUSER\_COLOURS.}
195 \twocolitem{label\_font}{Font spec}
196 \twocolitem{button\_font}{Font spec}
197 \end{twocollist}
198
199 Then comes zero or more attributes named `control' for each control
200 (panel item) on the dialog or panel. The value is a list of further
201 elements. In the table below, the names in the first column correspond to
202 the first element of the value list, and the second column details the
203 remaining elements of the list.
204
205 \begin{twocollist}\itemsep=0pt
206 \twocolitemruled{Control}{Values}
207 \twocolitem{wxButton}{title (string), window style (string), name (string), x, y, width, height, button bitmap resource (optional string), button font spec}
208 \twocolitem{wxCheckBox}{title (string), window style (string), name (string), x, y, width, height, default value (optional integer, 1 or 0), label font spec}
209 \twocolitem{wxChoice}{title (string), window style (string), name (string), x, y, width, height, values (optional list of strings), label font spec, button font spec}
210 \twocolitem{wxComboBox}{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}
211 \twocolitem{wxGauge}{title (string), window style (string), name (string), x, y, width, height, value (optional integer), range (optional integer), label font spec, button font spec}
212 \twocolitem{wxGroupBox}{title (string), window style (string), name (string), x, y, width, height, label font spec}
213 \twocolitem{wxListBox}{title (string), window style (string), name (string), x, y, width, height, values (optional list of strings), multiple (optional string, wxSINGLE or wxMULTIPLE),
214 label font spec, button font spec}
215 \twocolitem{wxMessage}{title (string), window style (string), name (string), x, y, width, height, message bitmap resource (optional string), label font spec}
216 \twocolitem{wxMultiText}{title (string), window style (string), name (string), x, y, width, height, default value (optional string),
217 label font spec, button font spec}
218 \twocolitem{wxRadioBox}{title (string), window style (string), name (string), x, y, width, height, values (optional list of strings), number of rows or cols,
219 label font spec, button font spec}
220 \twocolitem{wxRadioButton}{title (string), window style (string), name (string), x, y, width, height, default value (optional integer, 1 or 0), label font spec}
221 \twocolitem{wxScrollBar}{title (string), window style (string), name (string), x, y, width, height, value (optional integer),
222 page length (optional integer), object length (optional integer), view length (optional integer)}
223 \twocolitem{wxSlider}{title (string), window style (string), name (string), x, y, width, height, value (optional integer), minimum (optional integer), maximum (optional integer),
224 label font spec, button font spec}
225 \twocolitem{wxText}{title (string), window style (string), name (string), x, y, width, height, default value (optional string),
226 label font spec, button font spec}
227 \end{twocollist}
228
229 \subsection{Menubar resource format}
230
231 A menubar resource object consists of the following attributes.
232
233 \begin{twocollist}\itemsep=0pt
234 \twocolitemruled{Attribute}{Value}
235 \twocolitem{name}{The name of the menubar resource.}
236 \twocolitem{menu}{A list containing all the menus, as detailed below.}
237 \end{twocollist}
238
239 The value of the {\bf menu} attribute is a list of menu item specifications, where each menu
240 item specification is itself a list comprising:
241
242 \begin{itemize}\itemsep=0pt
243 \item title (a string)
244 \item menu item identifier (a string or non-zero integer, see below)
245 \item help string (optional)
246 \item 0 or 1 for the `checkable' parameter (optional)
247 \item optionally, further menu item specifications if this item is a pulldown menu.
248 \end{itemize}
249
250 If the menu item specification is the empty list ([]), this is interpreted as a menu separator.
251
252 If further (optional) information is associated with each menu item in a future release of wxWindows,
253 it will be placed after the help string and before the optional pulldown menu specifications.
254
255 Note that the menu item identifier must be an integer if the resource is being
256 included as C++ code and then parsed on initialisation. Unfortunately,\rtfsp
257 \verb$#$define substitution is not performed inside strings, and
258 therefore the program cannot know the mapping. However, if the .WXR file
259 is being loaded dynamically, wxWindows will attempt to replace string
260 identifiers with \verb$#$defined integers, because it is able to parse
261 the included \verb$#$defines.
262
263 \subsection{Bitmap resource format}
264
265 A bitmap resource object consists of a name attribute, and one or more {\bf bitmap} attributes.
266 There can be more than one of these to allow specification of bitmaps that are optimum for the
267 platform and display.
268
269 \begin{itemize}\itemsep=0pt
270 \item Bitmap name or filename.
271 \item Type of bitmap; for example, wxBITMAP\_TYPE\_BMP\_RESOURCE. See class reference under {\bf wxBitmap} for
272 a full list).
273 \item Platform this bitmap is valid for; one of WINDOWS, X, MAC and ANY.
274 \item Number of colours (optional).
275 \item X resolution (optional).
276 \item Y resolution (optional).
277 \end{itemize}
278
279 \subsection{Icon resource format}
280
281 An icon resource object consists of a name attribute, and one or more {\bf icon} attributes.
282 There can be more than one of these to allow specification of icons that are optimum for the
283 platform and display.
284
285 \begin{itemize}\itemsep=0pt
286 \item Icon name or filename.
287 \item Type of icon; for example, wxBITMAP\_TYPE\_ICO\_RESOURCE. See class reference under {\bf wxBitmap} for
288 a full list).
289 \item Platform this bitmap is valid for; one of WINDOWS, X, MAC and ANY.
290 \item Number of colours (optional).
291 \item X resolution (optional).
292 \item Y resolution (optional).
293 \end{itemize}
294
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 PrologIO object format, for which
313 a parser already exists, so parsing is easy. For those programs that use PrologIO
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 \verb$#$defines for application code convenience).
327 \end{itemize}
328
329 \subsection{Compiling the resource system}
330
331 To enable the resource system, set {\bf USE\_WX\_RESOURCES} to 1 in wx\_setup.h.
332 If your wxWindows makefile supports it, set the same name in the makefile to 1.
333
334 You will also need to compile the PrologIO utility (not always the easiest
335 task): you will need YACC, and LEX (or FLEX). DOS versions of these are
336 available on the AIAI ftp site under /pub/wxwin/tools.
337