wxWidgets/include/wx/xtistrm.h
2021-10-03 17:07:44 +02:00

409 lines
16 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: wx/xtistrm.h
// Purpose: streaming runtime metadata information (extended class info)
// Author: Stefan Csomor
// Modified by:
// Created: 27/07/03
// Copyright: (c) 2003 Stefan Csomor
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_XTISTRMH__
#define _WX_XTISTRMH__
#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 distinction can be confusing, and should be kept
// in mind when looking at the property streamers and callback interfaces
// listed below.
// ----------------------------------------------------------------------------
// 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 WXDLLIMPEXP_BASE wxClassInfo;
class WXDLLIMPEXP_BASE wxAnyList;
class WXDLLIMPEXP_BASE wxPropertyInfo;
class WXDLLIMPEXP_BASE wxAny;
class WXDLLIMPEXP_BASE wxHandlerInfo;
*/
class WXDLLIMPEXP_BASE wxObjectWriter;
class WXDLLIMPEXP_BASE wxObjectReader;
class WXDLLIMPEXP_BASE wxObjectWriterCallback
{
public:
virtual ~wxObjectWriterCallback() {}
// 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) )
{ }
};
class WXDLLIMPEXP_BASE wxObjectWriterFunctor: public wxObjectFunctor
{
};
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 a 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);
};
/*
Streaming callbacks for depersisting XML to code, or running objects
*/
class WXDLLIMPEXP_BASE wxObjectReaderCallback;
/*
wxObjectReader handles streaming in a class from an 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 encountered
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
{
public:
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,
const wxClassInfo *EventSourceClassInfo,
const wxPropertyInfo *delegateInfo,
const wxClassInfo *EventSinkClassInfo,
const wxHandlerInfo* handlerInfo,
int EventSinkObjectID ) = 0;
};
/*
wxObjectRuntimeReaderCallback implements the callbacks that will bring back
an object into a life memory instance
*/
class WXDLLIMPEXP_BASE wxObjectRuntimeReaderCallback: public wxObjectReaderCallback
{
struct wxObjectRuntimeReaderCallbackInternal;
wxObjectRuntimeReaderCallbackInternal * m_data;
public:
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