526954c596
Use "wxWindows licence" and not "wxWidgets licence" (the latter doesn't exist) and consistently spell "licence" using British spelling. See #12165. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@64940 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
132 lines
4.0 KiB
Objective-C
132 lines
4.0 KiB
Objective-C
/////////////////////////////////////////////////////////////////////////////
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// Name: module.h
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// Purpose: interface of wxModule
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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/**
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@class wxModule
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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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To define a new kind of module, derive a class from wxModule, override the
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wxModule::OnInit and wxModule::OnExit functions, and add the
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wxDECLARE_DYNAMIC_CLASS and wxIMPLEMENT_DYNAMIC_CLASS to header and implementation
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files (which can be the same file).
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On initialization, wxWidgets will find all classes derived from wxModule, create
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an instance of each, and call each wxModule::OnInit function. On exit, wxWidgets
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will call the wxModule::OnExit function for each module instance.
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Note that your module class does not have to be in a header file.
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For example:
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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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wxDECLARE_DYNAMIC_CLASS(wxDDEModule);
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};
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wxIMPLEMENT_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(wxCLASSINFO(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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wxDECLARE_DYNAMIC_CLASS(MyModule);
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};
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wxIMPLEMENT_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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wxDECLARE_DYNAMIC_CLASS(MyModule2)
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};
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wxIMPLEMENT_DYNAMIC_CLASS(MyModule2, wxModule)
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@endcode
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@library{wxbase}
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@category{appmanagement}
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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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virtual ~wxModule();
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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() = 0;
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/**
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Provide this function with appropriate initialization for your module.
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If the function returns @false, wxWidgets will exit immediately.
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*/
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virtual bool OnInit() = 0;
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protected:
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/**
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Call this function from the constructor of the derived class.
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@a dep must be the wxCLASSINFO() of a wxModule-derived class and the
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corresponding module will be loaded before and unloaded after this module.
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@param dep
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The class information object for the dependent module.
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*/
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void AddDependency(wxClassInfo* dep);
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/**
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Call this function from the constructor of the derived class.
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This overload allows a dependency to be added by name without access to
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the class info.
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This is useful when a module is declared entirely in a source file and
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there is no header for the declaration of the module needed by wxCLASSINFO(),
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however errors are 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 classname
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The class name of the dependent module.
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*/
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void AddDependency(const char* classname);
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};
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