///////////////////////////////////////////////////////////////////////////// // 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 : // 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 : // 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 ¶m ) ; 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