///////////////////////////////////////////////////////////////////////////// // 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