#ifndef _WX_DYNLIB_H__
#define _WX_DYNLIB_H__
-#if defined(__GNUG__) && !defined(__APPLE__)
+#if defined(__GNUG__) && !defined(NO_GCC_PRAGMA)
# pragma interface "dynlib.h"
#endif
// conditional compilation
// ----------------------------------------------------------------------------
- // Note: WXPM/EMX has to be tested first, since we want to use
- // native version, even if configure detected presence of DLOPEN.
-
+// Note: WXPM/EMX has to be tested first, since we want to use
+// native version, even if configure detected presence of DLOPEN.
#if defined(__WXPM__) || defined(__EMX__) || defined(__WINDOWS__)
-typedef HMODULE wxDllType;
+ typedef HMODULE wxDllType;
#elif defined(HAVE_DLOPEN)
-#include <dlfcn.h>
-typedef void *wxDllType;
+ #include <dlfcn.h>
+ typedef void *wxDllType;
#elif defined(HAVE_SHL_LOAD)
-#include <dl.h>
-typedef shl_t wxDllType;
+ #include <dl.h>
+ typedef shl_t wxDllType;
#elif defined(__DARWIN__)
-typedef void *wxDllType;
+ typedef void *wxDllType;
#elif defined(__WXMAC__)
-typedef CFragConnectionID wxDllType;
+ #include <CodeFragments.h>
+ typedef CFragConnectionID wxDllType;
#else
-#error "Dynamic Loading classes can't be compiled on this platform, sorry."
+ #error "Dynamic Loading classes can't be compiled on this platform, sorry."
#endif
-
-// ---------------------------------------------------------------------------
-// wxDynamicLibrary
-// ---------------------------------------------------------------------------
-
-//FIXME: This class isn't really common at all, it should be moved
-// into platform dependent files.
-
-// NOTE: this class is (deliberately) not virtual, do not attempt
-// to use it polymorphically.
+// ----------------------------------------------------------------------------
+// constants
+// ----------------------------------------------------------------------------
enum wxDLFlags
{
enum wxDynamicLibraryCategory
{
wxDL_LIBRARY, // standard library
- wxDL_MODULE, // loadable module/plugin
+ wxDL_MODULE // loadable module/plugin
};
enum wxPluginCategory
{
wxDL_PLUGIN_GUI, // plugin that uses GUI classes
- wxDL_PLUGIN_BASE, // wxBase-only plugin
+ wxDL_PLUGIN_BASE // wxBase-only plugin
};
+// ----------------------------------------------------------------------------
+// macros
+// ----------------------------------------------------------------------------
+
+// when loading a function from a DLL you always have to cast the returned
+// "void *" pointer to the correct type and, even more annoyingly, you have to
+// repeat this type twice if you want to declare and define a function pointer
+// all in one line
+//
+// this macro makes this slightly less painful by allowing you to specify the
+// type only once, as the first parameter, and creating a variable of this type
+// called "pfn<name>" initialized with the "name" from the "dynlib"
+#define wxDYNLIB_FUNCTION(type, name, dynlib) \
+ type pfn ## name = (type)(dynlib).GetSymbol(_T(#name))
+
+// ---------------------------------------------------------------------------
+// wxDynamicLibrary
+// ---------------------------------------------------------------------------
class WXDLLIMPEXP_BASE wxDynamicLibrary
{
public:
- // return a valid handle for the main program itself or NULL if
- // back linking is not supported by the current platform (e.g. Win32)
-
+ // return a valid handle for the main program itself or NULL if back
+ // linking is not supported by the current platform (e.g. Win32)
static wxDllType GetProgramHandle();
- // return the platform standard DLL extension (with leading dot)
-
+ // return the platform standard DLL extension (with leading dot)
static const wxChar *GetDllExt() { return ms_dllext; }
- wxDynamicLibrary() : m_handle(0) {}
+ wxDynamicLibrary() : m_handle(0) { }
wxDynamicLibrary(const wxString& libname, int flags = wxDL_DEFAULT)
: m_handle(0)
{
Load(libname, flags);
}
- ~wxDynamicLibrary() { Unload(); }
- // return TRUE if the library was loaded successfully
+ // NOTE: this class is (deliberately) not virtual, do not attempt
+ // to use it polymorphically.
+ ~wxDynamicLibrary() { Unload(); }
+ // return TRUE if the library was loaded successfully
bool IsLoaded() const { return m_handle != 0; }
- // load the library with the given name
- // (full or not), return TRUE on success
-
+ // load the library with the given name (full or not), return true if ok
bool Load(wxString libname, int flags = wxDL_DEFAULT);
- // detach the library object from its handle, i.e. prevent the object
- // from unloading the library in its dtor -- the caller is now
- // responsible for doing this
+ // detach the library object from its handle, i.e. prevent the object from
+ // unloading the library in its dtor -- the caller is now responsible for
+ // doing this
wxDllType Detach() { wxDllType h = m_handle; m_handle = 0; return h; }
- // unload the library, also done automatically in dtor
+ // unload the given library handle (presumably returned by Detach() before)
+ static void Unload(wxDllType handle);
- void Unload();
-
- // Return the raw handle from dlopen and friends.
+ // unload the library, also done automatically in dtor
+ void Unload() { if ( IsLoaded() ) { Unload(m_handle); m_handle = 0; } }
+ // Return the raw handle from dlopen and friends.
wxDllType GetLibHandle() const { return m_handle; }
- // resolve a symbol in a loaded DLL, such as a variable or function
- // name. 'name' is the (possibly mangled) name of the symbol.
- // (use extern "C" to export unmangled names)
- //
- // Since it is perfectly valid for the returned symbol to actually be
- // NULL, that is not always indication of an error. Pass and test the
- // parameter 'success' for a true indication of success or failure to
- // load the symbol.
- //
- // Returns a pointer to the symbol on success, or NULL if an error
- // occurred or the symbol wasn't found.
-
+ // resolve a symbol in a loaded DLL, such as a variable or function name.
+ // 'name' is the (possibly mangled) name of the symbol. (use extern "C" to
+ // export unmangled names)
+ //
+ // Since it is perfectly valid for the returned symbol to actually be NULL,
+ // that is not always indication of an error. Pass and test the parameter
+ // 'success' for a true indication of success or failure to load the
+ // symbol.
+ //
+ // Returns a pointer to the symbol on success, or NULL if an error occurred
+ // or the symbol wasn't found.
void *GetSymbol(const wxString& name, bool *success = 0) const;
-#if WXWIN_COMPATIBILITY_2_2
- operator bool() const { return IsLoaded(); }
-#endif
// return platform-specific name of dynamic library with proper extension
// and prefix (e.g. "foo.dll" on Windows or "libfoo.so" on Linux)
// return name of wxWindows plugin (adds compiler and version info
// to the filename):
- static wxString CanonicalizePluginName(const wxString& name,
- wxPluginCategory cat);
+ static wxString
+ CanonicalizePluginName(const wxString& name,
+ wxPluginCategory cat = wxDL_PLUGIN_GUI);
// return plugin directory on platforms where it makes sense and empty
// string on others:
static wxString GetPluginsDirectory();
-protected:
- // Platform specific shared lib suffix.
+#if WXWIN_COMPATIBILITY_2_2
+ operator bool() const { return IsLoaded(); }
+#endif
+protected:
+ // platform specific shared lib suffix.
static const wxChar *ms_dllext;
- // the handle to DLL or NULL
-
+ // the handle to DLL or NULL
wxDllType m_handle;
- // no copy ctor/assignment operators
- // or we'd try to unload the library twice
-
+ // no copy ctor/assignment operators (or we'd try to unload the library
+ // twice)
DECLARE_NO_COPY_CLASS(wxDynamicLibrary)
};