X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/70e881039bfeab2f3cdd42ea8093f7313c5623a6..6968a3b87cee46f5c5af9b46e1ef97f17133cef7:/include/wx/xtistrm.h?ds=sidebyside diff --git a/include/wx/xtistrm.h b/include/wx/xtistrm.h index 3d7fa4c759..0876b9d5f9 100644 --- a/include/wx/xtistrm.h +++ b/include/wx/xtistrm.h @@ -2,7 +2,7 @@ // Name: wx/xtistrm.h // Purpose: streaming runtime metadata information (extended class info) // Author: Stefan Csomor -// Modified by: +// Modified by: // Created: 27/07/03 // RCS-ID: $Id$ // Copyright: (c) 2003 Stefan Csomor @@ -12,172 +12,398 @@ #ifndef _WX_XTISTRMH__ #define _WX_XTISTRMH__ -#if defined(__GNUG__) && !defined(__APPLE__) -#pragma interface "xtistrm.h" -#endif - -#include "wx/wx.h" +#include "wx/defs.h" #if wxUSE_EXTENDED_RTTI +#include "wx/object.h" + +const int wxInvalidObjectID = -2; +const int wxNullObjectID = -3; + // Filer contains the interfaces for streaming objects in and out of XML, // rendering them either to objects in memory, or to code. Note: We // consider the process of generating code to be one of *depersisting* the // object from xml, *not* of persisting the object to code from an object -// in memory. This distincation can be confusing, and should be kept +// in memory. This distinction can be confusing, and should be kept // in mind when looking at the property streamers and callback interfaces // listed below. -/* - Main interface for streaming out an object to XML. -*/ -void WriteComponent(wxObject *Object, const wxClassInfo *ClassInfo, wxXmlNode *parent, const wxString& nodeName ); +// ---------------------------------------------------------------------------- +// wxObjectWriterCallback +// +// This class will be asked during the streaming-out process about every single +// property or object instance. It can veto streaming out by returning false +// or modify the value before it is streamed-out. +// ---------------------------------------------------------------------------- -class wxReader; /* - Streaming callbacks for depersisting XML to code, or running objects -*/ + class WXDLLIMPEXP_BASE wxClassInfo; + class WXDLLIMPEXP_BASE wxAnyList; + class WXDLLIMPEXP_BASE wxPropertyInfo; + class WXDLLIMPEXP_BASE wxAny; + class WXDLLIMPEXP_BASE wxHandlerInfo; + */ -struct wxIDepersist ; +class WXDLLIMPEXP_BASE wxObjectWriter; +class WXDLLIMPEXP_BASE wxObjectReader; -/* - wxReader handles streaming in a class from XML. Maintains a list of - objects, and names, and issues calls out to interfaces to depersist the - guts from the XML tree. -*/ -class wxReader : wxObject +class WXDLLIMPEXP_BASE wxObjectWriterCallback { - struct wxReaderInternal; - wxReaderInternal *Data; - - wxxVariant ReadPropertyValueNoAssign(wxXmlNode *Node, - wxClassInfo *ClassInfo, - const wxPropertyInfo *& propertyInfo , - wxIDepersist *Callbacks = NULL); - - void ReadPropertyValue(wxXmlNode *Node, - wxClassInfo *ClassInfo, - int ObjectId , - wxIDepersist *Callbacks = NULL ); - - bool genCode; // true if the reader should generate code. - // ISSUE: ick! - // this interface is getting crufty. Why the - // different depersist callbacks in here, if there - // is another place that knows that we're generating - // code? Needs some repair work. public: - wxReader(bool GenerateCode = false); - ~wxReader(); + virtual ~wxObjectWriterCallback() {} - // Reads a component from XML. The return is the object ID, which can - // be used in calls to GetObject or GetObjectName. - // - // ISSUE: Still needs to implement references to objects. - // requires a bit of additional design in the XML (minor). - int ReadComponent(wxXmlNode *parent, wxIDepersist *Callbacks); - - // When streaming in, we may we depersisting to code, or to objects - // in memory. The depersist callbacks for generating code will - // not create the objects, but will create names for them instead. - // So internally, we keep track of IDs, not pointers. Depending - // on who you are in your callbacks, you can query the names or - // pointers of the objects as need be. You should not mix both, - // because you will die if you do. - - wxObject *GetObject(int id); - wxString GetObjectName(int id); - wxClassInfo *GetObjectClassInfo(int id) ; - - void SetObject(int id, wxObject *Object); - void SetObjectName(int id, const wxString &Name, wxClassInfo* ClassInfo); - - // Returns the result of a top level ReadComponent call. Used - // typically after you have instructed the reader to stream in an - // object, and you want the object back now. Only really valid if - // you are reading back in to an object in memory, as opposed to code. - wxObject *GetRoot() { return GetObject( 0 ) ; } + // will be called before an object is written, may veto by returning false + virtual bool BeforeWriteObject( wxObjectWriter *WXUNUSED(writer), + const wxObject *WXUNUSED(object), + const wxClassInfo *WXUNUSED(classInfo), + const wxStringToAnyHashMap &WXUNUSED(metadata)) + { return true; } + + // will be called after this object has been written, may be + // needed for adjusting stacks + virtual void AfterWriteObject( wxObjectWriter *WXUNUSED(writer), + const wxObject *WXUNUSED(object), + const wxClassInfo *WXUNUSED(classInfo) ) + {} + + // will be called before a property gets written, may change the value, + // eg replace a concrete wxSize by wxSize( wxDefaultCoord, wxDefaultCoord ) + // or veto writing that property at all by returning false + virtual bool BeforeWriteProperty( wxObjectWriter *WXUNUSED(writer), + const wxObject *WXUNUSED(object), + const wxPropertyInfo *WXUNUSED(propInfo), + const wxAny &WXUNUSED(value) ) + { return true; } + + // will be called before a property gets written, may change the value, + // eg replace a concrete wxSize by wxSize( wxDefaultCoord, wxDefaultCoord ) + // or veto writing that property at all by returning false + virtual bool BeforeWriteProperty( wxObjectWriter *WXUNUSED(writer), + const wxObject *WXUNUSED(object), + const wxPropertyInfo *WXUNUSED(propInfo), + const wxAnyList &WXUNUSED(value) ) + { return true; } + + // will be called after a property has been written out, may be needed + // for adjusting stacks + virtual void AfterWriteProperty( wxObjectWriter *WXUNUSED(writer), + const wxPropertyInfo *WXUNUSED(propInfo) ) + {} + + // will be called before this delegate gets written + virtual bool BeforeWriteDelegate( wxObjectWriter *WXUNUSED(writer), + const wxObject *WXUNUSED(object), + const wxClassInfo* WXUNUSED(classInfo), + const wxPropertyInfo *WXUNUSED(propInfo), + const wxObject *&WXUNUSED(eventSink), + const wxHandlerInfo* &WXUNUSED(handlerInfo) ) + { return true; } + + virtual void AfterWriteDelegate( wxObjectWriter *WXUNUSED(writer), + const wxObject *WXUNUSED(object), + const wxClassInfo* WXUNUSED(classInfo), + const wxPropertyInfo *WXUNUSED(propInfo), + const wxObject *&WXUNUSED(eventSink), + const wxHandlerInfo* &WXUNUSED(handlerInfo) ) + { } }; -struct wxIDepersist +class WXDLLIMPEXP_BASE wxObjectWriterFunctor: public wxObjectFunctor { - // NotifyReader is called by wxReader so that we can have access to the - // object store functions in the reader when we are called back. Hmm. - // probably should have just made the callback functions each take a - // wxReader. - virtual void NotifyReader(wxReader *Reader) = 0; - - // The next three callbacks match the ACS model of creation of objects. - // At runtime, these will create actual instances, and manipulate them. - // When generating code, these will just create statements of C++ - // code to create the objects. - virtual void AllocateObject(int ObjectID, wxClassInfo *ClassInfo) = 0; - virtual void CreateObject(int ObjectID, - wxClassInfo *ClassInfo, - int ParamCount, - wxxVariant *VariantValues) = 0; - virtual void SetProperty(int ObjectID, - wxClassInfo *ClassInfo, - const wxPropertyInfo* PropertyInfo , - const wxxVariant &VariantValue) = 0; - virtual void SetConnect(int EventSourceObjectID, - wxClassInfo *EventSourceClassInfo, - int eventType , - const wxString &handlerName , - int EventSinkObjectID ) = 0; }; +class WXDLLIMPEXP_BASE wxObjectWriter: public wxObject +{ + friend class wxObjectWriterFunctor; +public: + wxObjectWriter(); + virtual ~wxObjectWriter(); + + // with this call you start writing out a new top-level object + void WriteObject(const wxObject *object, const wxClassInfo *classInfo, + wxObjectWriterCallback *writercallback, const wxString &name, + const wxStringToAnyHashMap &metadata); + + // Managing the object identity table a.k.a context + // + // these methods make sure that no object gets written twice, + // because sometimes multiple calls to the WriteObject will be + // made without wanting to have duplicate objects written, the + // object identity table will be reset manually + virtual void ClearObjectContext(); + + // gets the object Id for a passed in object in the context + int GetObjectID(const wxObject *obj); + + // returns true if this object has already been written in this context + bool IsObjectKnown( const wxObject *obj ); + + // + // streaming callbacks + // + // these callbacks really write out the values in the stream format + + // begins writing out a new toplevel entry which has the indicated unique name + virtual void DoBeginWriteTopLevelEntry( const wxString &name ) = 0; + + // ends writing out a new toplevel entry which has the indicated unique name + virtual void DoEndWriteTopLevelEntry( const wxString &name ) = 0; + + // start of writing an object having the passed in ID + virtual void DoBeginWriteObject(const wxObject *object, const wxClassInfo *classInfo, + int objectID, const wxStringToAnyHashMap &metadata ) = 0; + + // end of writing an toplevel object name param is used for unique + // identification within the container + virtual void DoEndWriteObject(const wxObject *object, + const wxClassInfo *classInfo, int objectID ) = 0; + + // writes a simple property in the stream format + virtual void DoWriteSimpleType( const wxAny &value ) = 0; + + // start of writing a complex property into the stream ( + virtual void DoBeginWriteProperty( const wxPropertyInfo *propInfo ) = 0; + + // end of writing a complex property into the stream + virtual void DoEndWriteProperty( const wxPropertyInfo *propInfo ) = 0; + + virtual void DoBeginWriteElement() = 0; + virtual void DoEndWriteElement() = 0; + // insert an object reference to an already written object + virtual void DoWriteRepeatedObject( int objectID ) = 0; + + // insert a null reference + virtual void DoWriteNullObject() = 0; + + // writes a delegate in the stream format + virtual void DoWriteDelegate( const wxObject *object, const wxClassInfo* classInfo, + const wxPropertyInfo *propInfo, const wxObject *eventSink, + int sinkObjectID, const wxClassInfo* eventSinkClassInfo, + const wxHandlerInfo* handlerIndo ) = 0; + + void WriteObject(const wxObject *object, const wxClassInfo *classInfo, + wxObjectWriterCallback *writercallback, bool isEmbedded, const wxStringToAnyHashMap &metadata ); + +protected: + struct wxObjectWriterInternal; + wxObjectWriterInternal* m_data; + + struct wxObjectWriterInternalPropertiesData; + + void WriteAllProperties( const wxObject * obj, const wxClassInfo* ci, + wxObjectWriterCallback *writercallback, + wxObjectWriterInternalPropertiesData * data ); + + void WriteOneProperty( const wxObject *obj, const wxClassInfo* ci, + const wxPropertyInfo* pi, wxObjectWriterCallback *writercallback, + wxObjectWriterInternalPropertiesData *data ); + + + void FindConnectEntry(const wxEvtHandler * evSource, + const wxEventSourceTypeInfo* dti, const wxObject* &sink, + const wxHandlerInfo *&handler); +}; + + /* - wxIDepersistRuntime implements the callbacks that will depersist - an object into a running memory image, as opposed to writing - C++ initialization code to bring the object to life. +Streaming callbacks for depersisting XML to code, or running objects */ -class wxIDepersistRuntime : public wxIDepersist + +class WXDLLIMPEXP_BASE wxObjectReaderCallback; + +/* +wxObjectReader handles streaming in a class from a arbitrary format. +While walking through it issues calls out to interfaces to readercallback +the guts from the underlying storage format. +*/ + +class WXDLLIMPEXP_BASE wxObjectReader: public wxObject +{ +public: + wxObjectReader(); + virtual ~wxObjectReader(); + + // the only thing wxObjectReader knows about is the class info by object ID + wxClassInfo *GetObjectClassInfo(int objectID); + bool HasObjectClassInfo( int objectID ); + void SetObjectClassInfo(int objectID, wxClassInfo* classInfo); + + // Reads the component the reader is pointed at from the underlying format. + // The return value is the root object ID, which can + // then be used to ask the depersister about that object + // if there was a problem you will get back wxInvalidObjectID and the current + // error log will carry the problems encoutered + virtual int ReadObject( const wxString &name, wxObjectReaderCallback *readercallback ) = 0; + +private: + struct wxObjectReaderInternal; + wxObjectReaderInternal *m_data; +}; + +// This abstract class matches the allocate-init/create model of creation of objects. +// At runtime, these will create actual instances, and manipulate them. +// When generating code, these will just create statements of C++ +// code to create the objects. + +class WXDLLIMPEXP_BASE wxObjectReaderCallback { - wxReader *Reader; public: - virtual void NotifyReader(wxReader *_Reader) - { - Reader = _Reader; - } - virtual void AllocateObject(int ObjectID, wxClassInfo *ClassInfo); - virtual void CreateObject(int ObjectID, wxClassInfo *ClassInfo, int ParamCount, wxxVariant *VariantValues); - virtual void SetProperty(int ObjectID, wxClassInfo *ClassInfo, const wxPropertyInfo* PropertyInfo, const wxxVariant &VariantValue); + virtual ~wxObjectReaderCallback() {} + + // allocate the new object on the heap, that object will have the passed in ID + virtual void AllocateObject(int objectID, wxClassInfo *classInfo, + wxStringToAnyHashMap &metadata) = 0; + + // initialize the already allocated object having the ID objectID with the Create method + // creation parameters which are objects are having their Ids passed in objectIDValues + // having objectId <> wxInvalidObjectID + + virtual void CreateObject(int objectID, + const wxClassInfo *classInfo, + int paramCount, + wxAny *VariantValues, + int *objectIDValues, + const wxClassInfo **objectClassInfos, + wxStringToAnyHashMap &metadata) = 0; + + // construct the new object on the heap, that object will have the passed in ID + // (for objects that don't support allocate-create type of creation) + // creation parameters which are objects are having their Ids passed in + // objectIDValues having objectId <> wxInvalidObjectID + + virtual void ConstructObject(int objectID, + const wxClassInfo *classInfo, + int paramCount, + wxAny *VariantValues, + int *objectIDValues, + const wxClassInfo **objectClassInfos, + wxStringToAnyHashMap &metadata) = 0; + + // destroy the heap-allocated object having the ID objectID, this may be used + // if an object is embedded in another object and set via value semantics, + // so the intermediate object can be destroyed after safely + virtual void DestroyObject(int objectID, wxClassInfo *classInfo) = 0; + + // set the corresponding property + virtual void SetProperty(int objectID, + const wxClassInfo *classInfo, + const wxPropertyInfo* propertyInfo, + const wxAny &VariantValue) = 0; + + // sets the corresponding property (value is an object) + virtual void SetPropertyAsObject(int objectID, + const wxClassInfo *classInfo, + const wxPropertyInfo* propertyInfo, + int valueObjectId) = 0; + + // adds an element to a property collection + virtual void AddToPropertyCollection( int objectID, + const wxClassInfo *classInfo, + const wxPropertyInfo* propertyInfo, + const wxAny &VariantValue) = 0; + + // sets the corresponding property (value is an object) + virtual void AddToPropertyCollectionAsObject(int objectID, + const wxClassInfo *classInfo, + const wxPropertyInfo* propertyInfo, + int valueObjectId) = 0; + + // sets the corresponding event handler virtual void SetConnect(int EventSourceObjectID, - wxClassInfo *EventSourceClassInfo, - int eventType , - const wxString &handlerName , - int EventSinkObjectID ) ; + const wxClassInfo *EventSourceClassInfo, + const wxPropertyInfo *delegateInfo, + const wxClassInfo *EventSinkClassInfo, + const wxHandlerInfo* handlerInfo, + int EventSinkObjectID ) = 0; }; /* - wxIDepersistCode implements the callbacks that will depersist - an object into a C++ initialization function. +wxObjectRuntimeReaderCallback implements the callbacks that will bring back +an object into a life memory instance */ -class wxTextOutputStream ; - -class wxIDepersistCode : public wxIDepersist +class WXDLLIMPEXP_BASE wxObjectRuntimeReaderCallback: public wxObjectReaderCallback { - wxReader *Reader; - wxTextOutputStream *fp; + struct wxObjectRuntimeReaderCallbackInternal; + wxObjectRuntimeReaderCallbackInternal * m_data; + public: - wxIDepersistCode(wxTextOutputStream *out) : fp(out) { } - virtual void NotifyReader(wxReader *_Reader) - { - Reader = _Reader; - } - virtual void AllocateObject(int ObjectID, wxClassInfo *ClassInfo); - virtual void CreateObject(int ObjectID, wxClassInfo *ClassInfo, int ParamCount, wxxVariant *VariantValues); - virtual void SetProperty(int ObjectID, wxClassInfo *ClassInfo, const wxPropertyInfo* PropertyInfo, const wxxVariant &VariantValue); - virtual void SetConnect(int EventSourceObjectID, - wxClassInfo *EventSourceClassInfo, - int eventType , - const wxString &handlerName , - int EventSinkObjectID ) ; + wxObjectRuntimeReaderCallback(); + virtual ~wxObjectRuntimeReaderCallback(); + + // returns the object having the corresponding ID fully constructed + wxObject *GetObject(int objectID); + + // allocate the new object on the heap, that object will have the passed in ID + virtual void AllocateObject(int objectID, wxClassInfo *classInfo, + wxStringToAnyHashMap &metadata); + + // initialize the already allocated object having the ID objectID with + // the Create method creation parameters which are objects are having + // their Ids passed in objectIDValues having objectId <> wxInvalidObjectID + + virtual void CreateObject(int objectID, + const wxClassInfo *classInfo, + int paramCount, + wxAny *VariantValues, + int *objectIDValues, + const wxClassInfo **objectClassInfos, + wxStringToAnyHashMap &metadata + ); + + // construct the new object on the heap, that object will have the + // passed in ID (for objects that don't support allocate-create type of + // creation) creation parameters which are objects are having their Ids + // passed in objectIDValues having objectId <> wxInvalidObjectID + + virtual void ConstructObject(int objectID, + const wxClassInfo *classInfo, + int paramCount, + wxAny *VariantValues, + int *objectIDValues, + const wxClassInfo **objectClassInfos, + wxStringToAnyHashMap &metadata); + + // destroy the heap-allocated object having the ID objectID, this may be + // used if an object is embedded in another object and set via value semantics, + // so the intermediate object can be destroyed after safely + virtual void DestroyObject(int objectID, wxClassInfo *classInfo); + + // set the corresponding property + virtual void SetProperty(int objectID, + const wxClassInfo *classInfo, + const wxPropertyInfo* propertyInfo, + const wxAny &variantValue); + + // sets the corresponding property (value is an object) + virtual void SetPropertyAsObject(int objectId, + const wxClassInfo *classInfo, + const wxPropertyInfo* propertyInfo, + int valueObjectId); + + // adds an element to a property collection + virtual void AddToPropertyCollection( int objectID, + const wxClassInfo *classInfo, + const wxPropertyInfo* propertyInfo, + const wxAny &VariantValue); + + // sets the corresponding property (value is an object) + virtual void AddToPropertyCollectionAsObject(int objectID, + const wxClassInfo *classInfo, + const wxPropertyInfo* propertyInfo, + int valueObjectId); + + // sets the corresponding event handler + virtual void SetConnect(int eventSourceObjectID, + const wxClassInfo *eventSourceClassInfo, + const wxPropertyInfo *delegateInfo, + const wxClassInfo *eventSinkClassInfo, + const wxHandlerInfo* handlerInfo, + int eventSinkObjectID ); }; #endif // wxUSE_EXTENDED_RTTI -#endif \ No newline at end of file +#endif