wxWidgets/include/wx/xtistrm.h

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/////////////////////////////////////////////////////////////////////////////
// Name: wx/xtistrm.h
// Purpose: streaming runtime metadata information (extended class info)
// Author: Stefan Csomor
// Modified by:
// Created: 27/07/03
// RCS-ID: $Id$
// Copyright: (c) 2003 Stefan Csomor
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_XTISTRMH__
#define _WX_XTISTRMH__
#include "wx/wx.h"
#if wxUSE_EXTENDED_RTTI
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 mind when looking at the property streamers and callback interfaces
// listed below.
/*
Main interfaces for streaming out objects.
*/
// ----------------------------------------------------------------------------
// wxPersister
//
// 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 WXDLLIMPEXP_BASE wxWriter ;
class WXDLLIMPEXP_BASE wxReader ;
class WXDLLIMPEXP_BASE wxPersister
{
public :
virtual ~wxPersister() {}
// will be called before an object is written, may veto by returning false
virtual bool BeforeWriteObject( wxWriter *WXUNUSED(writer) , const wxObject *WXUNUSED(object) , const wxClassInfo *WXUNUSED(classInfo) , wxxVariantArray &WXUNUSED(metadata)) { return true ; }
// will be called after this object has been written, may be needed for adjusting stacks
virtual void AfterWriteObject( wxWriter *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( wxWriter *WXUNUSED(writer) , const wxObject *WXUNUSED(object), const wxPropertyInfo *WXUNUSED(propInfo) , wxxVariant &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( wxWriter *WXUNUSED(writer) , const wxObject *WXUNUSED(object), const wxPropertyInfo *WXUNUSED(propInfo) , wxxVariantArray &WXUNUSED(value) ) { return true ; }
// will be called after a property has been written out, may be needed for adjusting stacks
virtual void AfterWriteProperty( wxWriter *WXUNUSED(writer) , const wxPropertyInfo *WXUNUSED(propInfo) ) {}
// will be called before this delegate gets written
virtual bool BeforeWriteDelegate( wxWriter *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( wxWriter *WXUNUSED(writer) , const wxObject *WXUNUSED(object), const wxClassInfo* WXUNUSED(classInfo) , const wxPropertyInfo *WXUNUSED(propInfo) ,
const wxObject *&WXUNUSED(eventSink) , const wxHandlerInfo* &WXUNUSED(handlerInfo) ) { }
} ;
class WXDLLIMPEXP_BASE wxWriter : public wxObject
{
public :
wxWriter() ;
virtual ~wxWriter() ;
// with this call you start writing out a new top-level object
void WriteObject(const wxObject *object, const wxClassInfo *classInfo , wxPersister *persister , const wxString &name , wxxVariantArray &WXUNUSED(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 , wxxVariantArray &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( wxxVariant &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;
private :
struct wxWriterInternal ;
wxWriterInternal* m_data ;
struct wxWriterInternalPropertiesData ;
void WriteAllProperties( const wxObject * obj , const wxClassInfo* ci , wxPersister *persister, wxWriterInternalPropertiesData * data ) ;
void WriteOneProperty( const wxObject *obj , const wxClassInfo* ci , const wxPropertyInfo* pi , wxPersister *persister , wxWriterInternalPropertiesData *data ) ;
void WriteObject(const wxObject *object, const wxClassInfo *classInfo , wxPersister *persister , bool isEmbedded, wxxVariantArray &metadata ) ;
void FindConnectEntry(const wxEvtHandler * evSource,const wxDelegateTypeInfo* dti, const wxObject* &sink , const wxHandlerInfo *&handler) ;
} ;
/*
Streaming callbacks for depersisting XML to code, or running objects
*/
class WXDLLIMPEXP_BASE wxDepersister ;
/*
wxReader handles streaming in a class from a arbitrary format. While walking through
it issues calls out to interfaces to depersist the guts from the underlying storage format.
*/
class WXDLLIMPEXP_BASE wxReader : public wxObject
{
public :
wxReader() ;
virtual ~wxReader() ;
// the only thing wxReader 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 , wxDepersister *depersist ) = 0 ;
private :
struct wxReaderInternal;
wxReaderInternal *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 wxDepersister
{
public :
virtual ~wxDepersister() {}
// allocate the new object on the heap, that object will have the passed in ID
virtual void AllocateObject(int objectID, wxClassInfo *classInfo, wxxVariantArray &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,
wxxVariant *VariantValues ,
int *objectIDValues ,
const wxClassInfo **objectClassInfos ,
wxxVariantArray &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,
wxxVariant *VariantValues ,
int *objectIDValues ,
const wxClassInfo **objectClassInfos ,
wxxVariantArray &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 wxxVariant &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 wxxVariant &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,
const wxClassInfo *EventSourceClassInfo,
const wxPropertyInfo *delegateInfo ,
const wxClassInfo *EventSinkClassInfo ,
const wxHandlerInfo* handlerInfo ,
int EventSinkObjectID ) = 0;
};
/*
wxRuntimeDepersister 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.
*/
class WXDLLIMPEXP_BASE wxRuntimeDepersister : public wxDepersister
{
struct wxRuntimeDepersisterInternal ;
wxRuntimeDepersisterInternal * m_data ;
public :
wxRuntimeDepersister();
virtual ~wxRuntimeDepersister();
// 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 ,
wxxVariantArray &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,
wxxVariant *VariantValues ,
int *objectIDValues,
const wxClassInfo **objectClassInfos ,
wxxVariantArray &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,
wxxVariant *VariantValues ,
int *objectIDValues ,
const wxClassInfo **objectClassInfos ,
wxxVariantArray &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 wxxVariant &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 wxxVariant &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 ) ;
};
/*
wxDepersisterCode implements the callbacks that will depersist
an object into a C++ initialization function. this will move to
a utility lib soon
*/
class WXDLLIMPEXP_BASE wxTextOutputStream ;
class WXDLLIMPEXP_BASE wxCodeDepersister : public wxDepersister
{
private :
struct wxCodeDepersisterInternal ;
wxCodeDepersisterInternal * m_data ;
wxTextOutputStream *m_fp;
wxString ValueAsCode( const wxxVariant &param ) ;
public:
wxCodeDepersister(wxTextOutputStream *out);
virtual ~wxCodeDepersister();
// allocate the new object on the heap, that object will have the passed in ID
virtual void AllocateObject(int objectID, wxClassInfo *classInfo ,
wxxVariantArray &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,
wxxVariant *variantValues ,
int *objectIDValues,
const wxClassInfo **objectClassInfos ,
wxxVariantArray &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,
wxxVariant *VariantValues ,
int *objectIDValues ,
const wxClassInfo **objectClassInfos ,
wxxVariantArray &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 wxxVariant &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 wxxVariant &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