d9384bfb6d
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@70302 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
549 lines
18 KiB
C++
549 lines
18 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: xrc.h
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// Purpose: topic overview
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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/**
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@page overview_xrc XML Based Resource System (XRC)
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Classes: wxXmlResource, wxXmlResourceHandler
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The XML-based resource system, known as XRC, allows user interface elements
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such as dialogs, menu bars and toolbars, to be stored in text files and loaded
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into the application at run-time. XRC files can also be compiled into binary
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XRS files or C++ code (the former makes it possible to store all resources in a
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single file and the latter is useful when you want to embed the resources into
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the executable).
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There are several advantages to using XRC resources:
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@li Recompiling and linking an application is not necessary if the resources
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change.
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@li If you use a dialog designer that generates C++ code, it can be hard to
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reintegrate this into existing C++ code. Separation of resources and code
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is a more elegant solution.
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@li You can choose between different alternative resource files at run time, if
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necessary.
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@li The XRC format uses sizers for flexibility, allowing dialogs to be
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resizable and highly portable.
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@li The XRC format is a wxWidgets standard, and can be generated or
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postprocessed by any program that understands it. As it is based on the XML
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standard, existing XML editors can be used for simple editing purposes.
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XRC was written by Vaclav Slavik.
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@li @ref overview_xrc_gettingstarted
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@li @ref overview_xrc_xrcsample
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@li @ref overview_xrc_binaryresourcefiles
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@li @ref overview_xrc_embeddedresource
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@li @ref overview_xrc_cppheader
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@li @ref overview_xrc_newresourcehandlers
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See also the separate @ref overview_xrcformat page for more information, and
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details about the XRC file format.
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@section overview_xrc_gettingstarted Getting Started with XRC
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<b> Creating an XRC file </b>
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You will need to write an XRC file. Though this @e can be done by hand in a
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text editor, for all but the smallest files it is advisable to use a
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specialised tool. Examples of these include:
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@e Non-free:
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@li wxDesigner <http://www.wxdesigner-software.de/>, a commercial dialog
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designer/RAD tool.
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@li DialogBlocks <http://www.anthemion.co.uk/dialogblocks/>, a commercial
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dialog editor.
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@e Free:
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@li XRCed <http://xrced.sf.net/>, a wxPython-based dialog editor that you
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can find in the wxPython/tools subdirectory of the wxWidgets SVN archive.
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@li wxFormBuilder <http://wxformbuilder.org/>, a C++-based dialog editor that
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can output C++, XRC or python.
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There's a more complete list at <http://www.wxwidgets.org/wiki/index.php/Tools>
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This small demonstration XRC file contains a simple dialog:
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@code
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<?xml version="1.0" ?>
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<resource version="2.3.0.1">
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<object class="wxDialog" name="SimpleDialog">
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<title>Simple dialog</title>
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<object class="wxBoxSizer">
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<orient>wxVERTICAL</orient>
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<object class="sizeritem">
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<object class="wxTextCtrl" name="text"/>
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<option>1</option>
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<flag>wxALL|wxEXPAND</flag>
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<border>10</border>
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</object>
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<object class="sizeritem">
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<object class="wxBoxSizer">
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<object class="sizeritem">
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<object class="wxButton" name="clickme_btn">
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<label>Click</label>
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</object>
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<flag>wxRIGHT</flag>
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<border>10</border>
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</object>
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<object class="sizeritem">
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<object class="wxButton" name="wxID_OK">
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<label>OK</label>
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</object>
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<flag>wxLEFT</flag>
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<border>10</border>
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</object>
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<orient>wxHORIZONTAL</orient>
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</object>
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<flag>wxALL|wxALIGN_CENTRE</flag>
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<border>10</border>
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</object>
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</object>
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</object>
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</resource>
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@endcode
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You can keep all your XRC elements together in one file, or split them between
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several.
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<b> Loading XRC files </b>
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Before you can use XRC in an app, it must first be loaded. This code fragment
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shows how to load a single XRC file "resource.xrc" from the current working
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directory, plus all the *.xrc files contained in the subdirectory "rc".
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@code
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#include "wx/xrc/xmlres.h"
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bool MyApp::OnInit()
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{
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...
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wxXmlResource::Get()->InitAllHandlers();
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wxXmlResource::Get()->Load("resource.xrc");
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wxXmlResource::Get()->LoadAllFiles("rc");
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...
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}
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@endcode
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It's normal to load any XRC files at the beginning of an app. Though it is
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possible to unload a file later, it's seldom necessary.
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<b> Using an XRC item </b>
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The XRC file(s) are now loaded into the app's virtual filesystem. From there,
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you must do another sort of load when you want to use an individual object.
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Yes, it's confusingly named, but you first Load() the file, and later load each
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top-level object when its needed.
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This is how you would use the above simple dialog in your code.
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@code
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void MyClass::ShowDialog()
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{
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wxDialog dlg;
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if (wxXmlResource::Get()->LoadDialog(&dlg, NULL, "SimpleDialog"))
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dlg.ShowModal();
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}
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@endcode
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See how simple the code is. All the instantiation is done invisibly by the XRC
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system.
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Though you'll most often use wxXmlResource::LoadDialog, there are also
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equivalents that load a frame, a menu etc; and the generic
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wxXmlResource::LoadObject. See wxXmlResource for more details.
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<b> Accessing XRC child controls </b>
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The last section showed how to load top-level windows like dialogs, but what
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about child windows like the wxTextCtrl named "text" that the dialog contains?
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You can't 'load' an individual child control in the same way. Instead you use
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the XRCCTRL macro to get a pointer to the child. To expand the previous code:
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@code
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void MyClass::ShowDialog()
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{
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wxDialog dlg;
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if (!wxXmlResource::Get()->LoadDialog(&dlg, NULL, "SimpleDialog"))
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return;
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wxTextCtrl* pText = XRCCTRL(dlg, "text", wxTextCtrl);
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if (pText)
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pText->ChangeValue("This is a simple dialog");
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dlg.ShowModal();
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}
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@endcode
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XRCCTRL takes a reference to the parent container and uses wxWindow::FindWindow
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to search inside it for a wxWindow with the supplied name (here "text"). It
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returns a pointer to that control, cast to the type in the third parameter; so
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a similar effect could be obtained by writing:
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@code
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pText = (wxTextCtrl*)(dlg.FindWindowByName("text"));
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@endcode
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<b> XRC and IDs </b>
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The ID of a control is often needed, e.g. for use in an event table
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or with wxEvtHandler::Bind. It can easily be found by passing the name of the
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control to the XRCID macro:
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@code
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void MyClass::ShowDialog()
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{
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wxDialog dlg;
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if (!wxXmlResource::Get()->LoadDialog(&dlg, NULL, "SimpleDialog"))
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return;
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XRCCTRL(dlg, "text", wxTextCtrl)->Bind(wxEVT_COMMAND_TEXT_UPDATED,
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wxTextEventHandler(MyClass::OnTextEntered), this, XRCID("text"));
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XRCCTRL(dlg, "clickme_btn", wxButton)->Bind(wxEVT_COMMAND_BUTTON_CLICKED,
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wxCommandEventHandler(MyClass::OnClickme), this, XRCID("clickme_btn"));
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dlg.ShowModal();
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}
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@endcode
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A few points to note:
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@li The value of the int returned by XRCID("foo") is guaranteed to be unique
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within an app.
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@li However that value isn't predictable, and you shouldn't rely on it being
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consistent between runs. It certainly won't be the same in different apps.
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@li @ref page_stockitems such as wxID_OK work correctly without requiring XRCID
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(because, internally, XRCID("wxID_OK") is mapped to wxID_OK).
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@li Both XRCID and XRCCTRL use the 'name' of the control (as in
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wxWindow::GetName). This is different from the label that the user sees on
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e.g. a wxButton.
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<b> Subclassing in XRC </b>
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You will often want to use subclassed wx controls in your code. There are three
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ways to do this from XRC:
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@li Very rarely you might need to
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@ref overview_xrcformat_extending_custom "create your own wxXmlResourceHandler"
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@li Occasionally wxXmlResource::AttachUnknownControl may be best. See
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@ref overview_xrcformat_extending_unknown
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@li Usually though, the simple 'subclass' keyword will suffice.
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Suppose you wanted the wxTextCtrl named "text" to be created as your derived
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class MyTextCtrl. The only change needed in the XRC file would be in this line:
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@code
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<object class="wxTextCtrl" name="text" subclass="MyTextCtrl"/>
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@endcode
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The only change in your code would be to use MyTextCtrl in XRCCTRL. However for
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the subclass to be created successfully, it's important to ensure that it uses
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wxWidget's RTTI mechanism: see @ref overview_xrcformat_extending_subclass for
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the details.
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@section overview_xrc_xrcsample The XRC sample
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A major resource for learning how to use XRC is the @sample{xrc}. This
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demonstrates all of the standard uses of XRC, and some of the less common ones.
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It is strongly suggested that you run it, and look at the well-commented
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source code to see how it works.
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@section overview_xrc_binaryresourcefiles Binary Resource Files
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To compile binary resource files, use the command-line @c wxrc utility. It
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takes one or more file parameters (the input XRC files) and the following
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switches and options:
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@li -h (--help): Show a help message.
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@li -v (--verbose): Show verbose logging information.
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@li -c (--cpp-code): Write C++ source rather than a XRS file.
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@li -e (--extra-cpp-code): If used together with -c, generates C++ header file
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containing class definitions for the windows defined by the XRC file (see
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special subsection).
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@li -u (--uncompressed): Do not compress XML files (C++ only).
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@li -g (--gettext): Output underscore-wrapped strings that poEdit or gettext
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can scan. Outputs to stdout, or a file if -o is used.
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@li -n (--function) @<name@>: Specify C++ function name (use with -c).
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@li -o (--output) @<filename@>: Specify the output file, such as resource.xrs
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or resource.cpp.
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@li -l (--list-of-handlers) @<filename@>: Output a list of necessary handlers
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to this file.
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For example:
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@code
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$ wxrc resource.xrc
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$ wxrc resource.xrc -o resource.xrs
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$ wxrc resource.xrc -v -c -o resource.cpp
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@endcode
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@note XRS file is essentially a renamed ZIP archive which means that you can
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manipulate it with standard ZIP tools. Note that if you are using XRS files,
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you have to initialize the wxFileSystem archive handler first! It is a simple
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thing to do:
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@code
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#include <wx/filesys.h>
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#include <wx/fs_arc.h>
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...
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wxFileSystem::AddHandler(new wxArchiveFSHandler);
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@endcode
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@section overview_xrc_embeddedresource Using Embedded Resources
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It is sometimes useful to embed resources in the executable itself instead of
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loading an external file (e.g. when your app is small and consists only of one
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exe file). XRC provides means to convert resources into regular C++ file that
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can be compiled and included in the executable.
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Use the @c -c switch to @c wxrc utility to produce C++ file with embedded
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resources. This file will contain a function called @c InitXmlResource (unless
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you override this with a command line switch). Use it to load the resource:
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@code
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extern void InitXmlResource(); // defined in generated file
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...
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wxXmlResource::Get()->InitAllHandlers();
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InitXmlResource();
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...
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@endcode
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@section overview_xrc_cppheader C++ header file generation
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Using the @c -e switch together with @c -c, a C++ header file is written
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containing class definitions for the GUI windows defined in the XRC file. This
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code generation can make it easier to use XRC and automate program development.
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The classes can be used as basis for development, freeing the programmer from
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dealing with most of the XRC specifics (e.g. @c XRCCTRL).
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For each top level window defined in the XRC file a C++ class definition is
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generated, containing as class members the named widgets of the window. A
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default constructor for each class is also generated. Inside the constructor
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all XRC loading is done and all class members representing widgets are
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initialized.
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A simple example will help understand how the scheme works. Suppose you have a
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XRC file defining a top level window @c TestWnd_Base, which subclasses wxFrame
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(any other class like @c wxDialog will do also), and has subwidgets wxTextCtrl A
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and wxButton B.
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The XRC file and corresponding class definition in the header file will be
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something like:
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@code
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<?xml version="1.0"?>
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<resource version="2.3.0.1">
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<object class="wxFrame" name="TestWnd_Base">
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<size>-1,-1</size>
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<title>Test</title>
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<object class="wxBoxSizer">
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<orient>wxHORIZONTAL</orient>
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<object class="sizeritem">
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<object class="wxTextCtrl" name="A">
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<label>Test label</label>
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</object>
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</object>
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<object class="sizeritem">
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<object class="wxButton" name="B">
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<label>Test button</label>
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</object>
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</object>
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</object>
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</object>
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</resource>
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class TestWnd_Base : public wxFrame
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{
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protected:
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wxTextCtrl* A;
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wxButton* B;
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private:
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void InitWidgetsFromXRC()
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{
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wxXmlResource::Get()->LoadObject(this, NULL, "TestWnd", "wxFrame");
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A = XRCCTRL(*this, "A", wxTextCtrl);
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B = XRCCTRL(*this, "B", wxButton);
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}
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public:
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TestWnd::TestWnd()
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{
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InitWidgetsFromXRC();
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}
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};
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@endcode
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The generated window class can be used as basis for the full window class. The
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class members which represent widgets may be accessed by name instead of using
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@c XRCCTRL every time you wish to reference them (note that they are
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@c protected class members), though you must still use @c XRCID to refer to
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widget IDs in the event table.
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Example:
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@code
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#include "resource.h"
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class TestWnd : public TestWnd_Base
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{
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public:
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TestWnd()
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{
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// A, B already initialised at this point
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A->SetValue("Updated in TestWnd::TestWnd");
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B->SetValue("Nice :)");
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}
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void OnBPressed(wxEvent& event)
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{
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Close();
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}
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DECLARE_EVENT_TABLE();
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};
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BEGIN_EVENT_TABLE(TestWnd,TestWnd_Base)
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EVT_BUTTON(XRCID("B"), TestWnd::OnBPressed)
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END_EVENT_TABLE()
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@endcode
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It is also possible to access the wxSizerItem of a sizer that is part of a
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resource. This can be done using @c XRCSIZERITEM as shown.
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The resource file can have something like this for a sizer item.
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@code
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<object class="spacer" name="area">
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<size>400, 300</size>
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</object>
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@endcode
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The code can then access the sizer item by using @c XRCSIZERITEM and @c XRCID
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together.
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@code
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wxSizerItem* item = XRCSIZERITEM(*this, "area");
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@endcode
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@section overview_xrc_newresourcehandlers Adding New Resource Handlers
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Adding a new resource handler is pretty easy.
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Typically, to add an handler for the @c MyControl class, you'll want to create
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the @c xh_mycontrol.h and @c xh_mycontrol.cpp files.
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The header needs to contains the @c MyControlXmlHandler class definition:
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@code
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class MyControlXmlHandler : public wxXmlResourceHandler
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{
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public:
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// Constructor.
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MyControlXmlHandler();
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// Creates the control and returns a pointer to it.
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virtual wxObject *DoCreateResource();
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// Returns true if we know how to create a control for the given node.
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virtual bool CanHandle(wxXmlNode *node);
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// Register with wxWidgets' dynamic class subsystem.
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DECLARE_DYNAMIC_CLASS(MyControlXmlHandler)
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};
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@endcode
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The implementation of your custom XML handler will typically look as:
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@code
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// Register with wxWidgets' dynamic class subsystem.
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IMPLEMENT_DYNAMIC_CLASS(MyControlXmlHandler, wxXmlResourceHandler)
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MyControlXmlHandler::MyControlXmlHandler()
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{
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// this call adds support for all wxWindows class styles
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// (e.g. wxBORDER_SIMPLE, wxBORDER_SUNKEN, wxWS_EX_* etc etc)
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AddWindowStyles();
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// if MyControl class supports e.g. MYCONTROL_DEFAULT_STYLE
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// you should use:
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// XRC_ADD_STYLE(MYCONTROL_DEFAULT_STYLE);
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}
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wxObject *MyControlXmlHandler::DoCreateResource()
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{
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// the following macro will init a pointer named "control"
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// with a new instance of the MyControl class, but will NOT
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// Create() it!
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XRC_MAKE_INSTANCE(control, MyControl)
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// this is the point where you'll typically need to do the most
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// important changes: here the control is created and initialized.
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// You'll want to use the wxXmlResourceHandler's getters to
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// do most of your work.
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// If e.g. the MyControl::Create function looks like:
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//
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// bool MyControl::Create(wxWindow *parent, int id,
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// const wxBitmap &first, const wxPoint &posFirst,
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// const wxBitmap &second, const wxPoint &posSecond,
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// const wxString &theTitle, const wxFont &titleFont,
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// const wxPoint &pos, const wxSize &size,
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// long style = MYCONTROL_DEFAULT_STYLE,
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// const wxString &name = wxT("MyControl"));
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//
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// Then the XRC for your component should look like:
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//
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// <object class="MyControl" name="some_name">
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// <first-bitmap>first.xpm</first-bitmap>
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// <second-bitmap>text.xpm</second-bitmap>
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// <first-pos>3,3</first-pos>
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// <second-pos>4,4</second-pos>
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// <the-title>a title</the-title>
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|
// <title-font>
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|
// <!-- Standard XRC tags for a font: <size>, <style>, <weight>, etc -->
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// </title-font>
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|
// <!-- XRC also accepts other usual tags for wxWindow-derived classes:
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// like e.g. <name>, <style>, <size>, <position>, etc -->
|
|
// </object>
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|
//
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|
// And the code to read your custom tags from the XRC file is just:
|
|
control->Create(m_parentAsWindow, GetID(),
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|
GetBitmap(wxT("first-bitmap")),
|
|
GetPosition(wxT("first-pos")),
|
|
GetBitmap(wxT("second-bitmap")),
|
|
GetPosition(wxT("second-pos")),
|
|
GetText(wxT("the-title")),
|
|
GetFont(wxT("title-font")),
|
|
GetPosition(), GetSize(), GetStyle(), GetName());
|
|
|
|
SetupWindow(control);
|
|
|
|
return control;
|
|
}
|
|
|
|
bool MyControlXmlHandler::CanHandle(wxXmlNode *node)
|
|
{
|
|
// this function tells XRC system that this handler can parse
|
|
// the <object class="MyControl"> tags
|
|
return IsOfClass(node, wxT("MyControl"));
|
|
}
|
|
@endcode
|
|
|
|
You may want to check the wxXmlResourceHandler documentation to see how many
|
|
built-in getters it contains. It's very easy to retrieve also complex
|
|
structures out of XRC files using them.
|
|
|
|
*/
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|
|