2008-03-08 13:52:38 +00:00
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/////////////////////////////////////////////////////////////////////////////
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// Name: module.h
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// Purpose: documentation for wxModule class
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows license
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/////////////////////////////////////////////////////////////////////////////
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/**
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@class wxModule
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@wxheader{module.h}
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2008-03-08 14:43:31 +00:00
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2008-03-08 13:52:38 +00:00
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The module system is a very simple mechanism to allow applications (and parts
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of wxWidgets itself) to define initialization and cleanup functions that are
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automatically called on wxWidgets startup and exit.
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2008-03-08 14:43:31 +00:00
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2008-03-08 13:52:38 +00:00
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To define a new kind of module, derive a class from wxModule, override the
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wxModule::OnInit and wxModule::OnExit
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functions, and add the DECLARE_DYNAMIC_CLASS and IMPLEMENT_DYNAMIC_CLASS to
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header and implementation files (which can be the same file). On
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initialization, wxWidgets will find all classes derived from wxModule, create
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an instance of each, and call each OnInit function. On exit, wxWidgets will
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call the OnExit function for each module instance.
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2008-03-08 14:43:31 +00:00
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2008-03-08 13:52:38 +00:00
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Note that your module class does not have to be in a header file.
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2008-03-08 13:52:38 +00:00
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For example:
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2008-03-08 13:52:38 +00:00
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@code
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// A module to allow DDE initialization/cleanup
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// without calling these functions from app.cpp or from
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// the user's application.
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class wxDDEModule: public wxModule
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{
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public:
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wxDDEModule() { }
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virtual bool OnInit() { wxDDEInitialize(); return @true; };
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virtual void OnExit() { wxDDECleanUp(); };
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private:
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DECLARE_DYNAMIC_CLASS(wxDDEModule)
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};
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IMPLEMENT_DYNAMIC_CLASS(wxDDEModule, wxModule)
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// Another module which uses DDE in its OnInit()
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class MyModule: public wxModule
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{
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public:
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MyModule() { AddDependency(CLASSINFO(wxDDEModule)); }
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virtual bool OnInit() { ... code using DDE ... }
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virtual void OnExit() { ... }
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private:
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DECLARE_DYNAMIC_CLASS(MyModule)
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};
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IMPLEMENT_DYNAMIC_CLASS(MyModule, wxModule)
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// Another module which uses DDE in its OnInit()
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// but uses a named dependency
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class MyModule2: public wxModule
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{
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public:
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MyModule2() { AddDependency("wxDDEModule"); }
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virtual bool OnInit() { ... code using DDE ... }
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virtual void OnExit() { ... }
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private:
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DECLARE_DYNAMIC_CLASS(MyModule2)
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};
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IMPLEMENT_DYNAMIC_CLASS(MyModule2, wxModule)
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@endcode
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@library{wxbase}
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@category{FIXME}
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*/
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class wxModule : public wxObject
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{
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public:
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/**
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Constructs a wxModule object.
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*/
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wxModule();
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/**
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Destructor.
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*/
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~wxModule();
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//@{
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/**
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Call this function from the constructor of the derived class. @e dep must be
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the CLASSINFO of a wxModule-derived class and the
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corresponding module will be loaded before and unloaded after
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this module.
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The second version of this function allows a dependency to be added by
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name without access to the class info. This is useful when a module is
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declared entirely in a source file and there is no header for the declaration
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of the module needed by CLASSINFO, however errors are
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not detected until run-time, instead of compile-time, then.
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Note that circular dependencies are detected and result in a fatal error.
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@param dep
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The class information object for the dependent module.
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@param classname
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The class name of the dependent module.
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*/
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void AddDependency(wxClassInfo * dep);
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void AddDependency(const char * classname);
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//@}
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/**
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Provide this function with appropriate cleanup for your module.
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*/
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virtual void OnExit();
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/**
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Provide this function with appropriate initialization for your module. If the
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function
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returns @false, wxWidgets will exit immediately.
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*/
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virtual bool OnInit();
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};
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