dolphin/Externals/wxWidgets3/include/wx/xtistrm.h
Soren Jorvang d14efe561b Import r67258 of the wxWidgets trunk, which I expect will before
long become wxWidgets 2.9.2, which in turn is expected to be the
last 2.9 release before the 3.0 stable release.

Since the full wxWidgets distribution is rather large, I have
imported only the parts that we use, on a subdirectory basis:

art
include/wx/*.*
include/wx/aui
include/wx/cocoa
include/wx/generic
include/wx/gtk
include/wx/meta
include/wx/msw
include/wx/osx
include/wx/persist
include/wx/private
include/wx/protocol
include/wx/unix
src/aui
src/common
src/generic
src/gtk
src/msw
src/osx
src/unix


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7380 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-20 18:05:19 +00:00

408 lines
16 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: wx/xtistrm.h
// Purpose: streaming runtime metadata information (extended class info)
// Author: Stefan Csomor
// Modified by:
// Created: 27/07/03
// RCS-ID: $Id: xtistrm.h 66621 2011-01-07 17:22:59Z SC $
// 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 wxObjectWriter;
class WXDLLIMPEXP_BASE wxObjectReader;
class WXDLLIMPEXP_BASE wxClassInfo;
class WXDLLIMPEXP_BASE wxAnyList;
class WXDLLIMPEXP_BASE wxPropertyInfo;
class WXDLLIMPEXP_BASE wxAny;
class WXDLLIMPEXP_BASE wxObjectWriter;
class WXDLLIMPEXP_BASE wxHandlerInfo;
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 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( 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 a 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 encoutered
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