wxWidgets/include/wx/dynload.h

322 lines
10 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: dynload.h
// Purpose: Dynamic loading framework
// Author: Ron Lee, David Falkinder, Vadim Zeitlin and a cast of 1000's
// (derived in part from dynlib.cpp (c) 1998 Guilhem Lavaux)
// Modified by:
// Created: 03/12/01
// RCS-ID: $Id$
// Copyright: (c) 2001 Ron Lee <ron@debian.org>
// Licence: wxWindows license
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_DYNAMICLOADER_H__
#define _WX_DYNAMICLOADER_H__
#ifdef __GNUG__
#pragma interface "dynload.h"
#endif
// ----------------------------------------------------------------------------
// headers
// ----------------------------------------------------------------------------
#include "wx/defs.h"
#if wxUSE_DYNAMIC_LOADER
#include "wx/hash.h"
#include "wx/module.h"
// FIXME: can this go in private.h or something too??
#if defined(__WXPM__) || defined(__EMX__)
#define INCL_DOS
#include <os2.h>
#endif
#ifdef __WXMSW__
#include "wx/msw/private.h"
#endif
// Ugh, I'd much rather this was typesafe, but no time
// to rewrite wxHashTable right now..
typedef wxHashTable wxDLManifest;
typedef wxHashTable wxDLImports;
// ----------------------------------------------------------------------------
// conditional compilation
// ----------------------------------------------------------------------------
// Note: WXPM/EMX has to be tested first, since we want to use
// native version, even if configure detected presence of DLOPEN.
#if defined(__WXPM__) || defined(__EMX__) || defined(__WINDOWS__)
typedef HMODULE wxDllType;
#elif defined(HAVE_DLOPEN)
#include <dlfcn.h>
typedef void *wxDllType;
#elif defined(HAVE_SHL_LOAD)
#include <dl.h>
typedef shl_t wxDllType;
#elif defined(__DARWIN__)
typedef void *wxDllType;
#elif defined(__WXMAC__)
typedef CFragConnectionID wxDllType;
#else
#error "Dynamic Loading classes can't be compiled on this platform, sorry."
#endif
// ---------------------------------------------------------------------------
// wxDynamicLibrary
// ---------------------------------------------------------------------------
//FIXME: This class isn't really common at all, it should be moved
// into platform dependent files.
// NOTE: this class is (deliberately) not virtual, do not attempt
// to use it polymorphically.
enum wxDLFlags
{
wxDL_LAZY = 0x00000001, // resolve undefined symbols at first use
wxDL_NOW = 0x00000002, // resolve undefined symbols on load
wxDL_GLOBAL = 0x00000004, // export extern symbols to subsequently
// loaded libs.
wxDL_VERBATIM = 0x00000008, // Attempt to load the supplied library
// name without appending the usual dll
// filename extension.
wxDL_NOSHARE = 0x00000010, // load new DLL, don't reuse already loaded
// FIXME: why? (VZ)
#ifdef __osf__
wxDL_DEFAULT = wxDL_LAZY
#else
wxDL_DEFAULT = wxDL_LAZY | wxDL_GLOBAL
#endif
};
class WXDLLEXPORT wxDynamicLibrary
{
public:
// return a valid handle for the main program itself or NULL if
// back linking is not supported by the current platform (e.g. Win32)
static wxDllType GetProgramHandle();
// return the platform standard DLL extension (with leading dot)
static const wxChar *GetDllExt() { return ms_dllext; }
wxDynamicLibrary() : m_handle(0) {}
wxDynamicLibrary(wxString libname, int flags = wxDL_DEFAULT)
: m_handle(0)
{
Load(libname, flags);
}
~wxDynamicLibrary() { Unload(); }
// return TRUE if the library was loaded successfully
bool IsLoaded() const { return m_handle != 0; }
// load the library with the given name
// (full or not), return TRUE on success
bool Load(wxString libname, int flags = wxDL_DEFAULT);
// unload the library, also done automatically in dtor
void Unload();
// Return the raw handle from dlopen and friends.
wxDllType GetLibHandle() const { return m_handle; }
// resolve a symbol in a loaded DLL, such as a variable or function
// name. 'name' is the (possibly mangled) name of the symbol.
// (use extern "C" to export unmangled names)
//
// Since it is perfectly valid for the returned symbol to actually be
// NULL, that is not always indication of an error. Pass and test the
// parameter 'success' for a true indication of success or failure to
// load the symbol.
//
// Returns a pointer to the symbol on success, or NULL if an error
// occurred or the symbol wasn't found.
void *GetSymbol(const wxString& name, bool *success = 0) const;
#if WXWIN_COMPATIBILITY_2_2
operator bool() const { return IsLoaded(); }
#endif
protected:
// Platform specific shared lib suffix.
static const wxChar *ms_dllext;
// the handle to DLL or NULL
wxDllType m_handle;
// no copy ctor/assignment operators
// or we'd try to unload the library twice
DECLARE_NO_COPY_CLASS(wxDynamicLibrary)
};
// ---------------------------------------------------------------------------
// wxPluginLibrary
// ---------------------------------------------------------------------------
// NOTE: Do not attempt to use a base class pointer to this class.
// wxDL is not virtual and we deliberately hide some of it's
// methods here.
//
// Unless you know exacty why you need to, you probably shouldn't
// instantiate this class directly anyway, use wxPluginManager
// instead.
class WXDLLEXPORT wxPluginLibrary : public wxDynamicLibrary
{
public:
static wxDLImports* ms_classes; // Static hash of all imported classes.
wxPluginLibrary( const wxString &libname, int flags = wxDL_DEFAULT );
~wxPluginLibrary();
wxPluginLibrary *RefLib();
bool UnrefLib();
// These two are called by the PluginSentinel on (PLUGGABLE) object
// creation/destruction. There is usually no reason for the user to
// call them directly. We have to separate this from the link count,
// since the two are not interchangeable.
// FIXME: for even better debugging PluginSentinel should register
// the name of the class created too, then we can state
// exactly which object was not destroyed which may be
// difficult to find otherwise. Also this code should
// probably only be active in DEBUG mode, but let's just
// get it right first.
void RefObj() { ++m_objcount; }
void UnrefObj()
{
wxASSERT_MSG( m_objcount > 0, _T("Too many objects deleted??") );
--m_objcount;
}
// Override/hide some base class methods
bool IsLoaded() const { return m_linkcount > 0; }
void Unload() { UnrefLib(); }
private:
wxClassInfo *m_before; // sm_first before loading this lib
wxClassInfo *m_after; // ..and after.
size_t m_linkcount; // Ref count of library link calls
size_t m_objcount; // ..and (pluggable) object instantiations.
wxModuleList m_wxmodules; // any wxModules that we initialised.
void UpdateClassInfo(); // Update the wxClassInfo table
void RestoreClassInfo(); // Restore the original wxClassInfo state.
void RegisterModules(); // Init any wxModules in the lib.
void UnregisterModules(); // Cleanup any wxModules we installed.
DECLARE_NO_COPY_CLASS(wxPluginLibrary)
};
class WXDLLEXPORT wxPluginManager
{
public:
// Static accessors.
static wxPluginLibrary *LoadLibrary( const wxString &libname,
int flags = wxDL_DEFAULT );
static bool UnloadLibrary(const wxString &libname);
// This is used by wxDllLoader. It's wrapped in the compatibility
// macro because it's of arguable use outside of that.
#if WXWIN_COMPATIBILITY_2_2
static wxPluginLibrary *GetObjectFromHandle(wxDllType handle);
#endif
// Instance methods.
wxPluginManager() : m_entry(0) {};
wxPluginManager(const wxString &libname, int flags = wxDL_DEFAULT)
{
Load(libname, flags);
}
~wxPluginManager() { Unload(); }
bool Load(const wxString &libname, int flags = wxDL_DEFAULT);
void Unload();
bool IsLoaded() const { return m_entry && m_entry->IsLoaded(); }
void *GetSymbol(const wxString &symbol, bool *success = 0)
{
return m_entry->GetSymbol( symbol, success );
}
static void CreateManifest() { ms_manifest = new wxDLManifest(wxKEY_STRING); }
static void ClearManifest() { delete ms_manifest; ms_manifest = NULL; }
private:
static wxDLManifest* ms_manifest; // Static hash of loaded libs.
wxPluginLibrary* m_entry; // Cache our entry in the manifest.
// We could allow this class to be copied if we really
// wanted to, but not without modification.
DECLARE_NO_COPY_CLASS(wxPluginManager)
};
// ---------------------------------------------------------------------------
// wxDllLoader
// ---------------------------------------------------------------------------
// Cross platform wrapper for dlopen and friends.
// There are no instances of this class, it simply
// serves as a namespace for its static member functions.
#if WXWIN_COMPATIBILITY_2_2
class WXDLLEXPORT wxDllLoader
{
public:
static wxDllType LoadLibrary(const wxString& name);
static void UnloadLibrary(wxDllType dll);
static wxDllType GetProgramHandle() { return wxDynamicLibrary::GetProgramHandle(); }
static void *GetSymbol(wxDllType dllHandle, const wxString &name, bool *success = 0);
static wxString GetDllExt() { return wxDynamicLibrary::GetDllExt(); }
private:
wxDllLoader(); // forbid construction of objects
};
#endif
#endif // wxUSE_DYNAMIC_LOADER
#endif // _WX_DYNAMICLOADER_H__