mirror of https://github.com/PCSX2/pcsx2.git
430 lines
18 KiB
C++
430 lines
18 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: wx/xtistrm.h
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// Purpose: streaming runtime metadata information (extended class info)
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// Author: Stefan Csomor
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// Modified by:
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// Created: 27/07/03
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// RCS-ID: $Id: xtistrm.h 41020 2006-09-05 20:47:48Z VZ $
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// Copyright: (c) 2003 Stefan Csomor
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_XTISTRMH__
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#define _WX_XTISTRMH__
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#include "wx/wx.h"
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#if wxUSE_EXTENDED_RTTI
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const int wxInvalidObjectID = -2 ;
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const int wxNullObjectID = -3 ;
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// Filer contains the interfaces for streaming objects in and out of XML,
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// rendering them either to objects in memory, or to code. Note: We
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// consider the process of generating code to be one of *depersisting* the
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// object from xml, *not* of persisting the object to code from an object
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// in memory. This distincation can be confusing, and should be kept
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// in mind when looking at the property streamers and callback interfaces
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// listed below.
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/*
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Main interfaces for streaming out objects.
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*/
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// ----------------------------------------------------------------------------
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// wxPersister
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//
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// This class will be asked during the streaming-out process about every single
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// property or object instance. It can veto streaming out by returning false
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// or modify the value before it is streamed-out.
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_BASE wxWriter ;
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class WXDLLIMPEXP_BASE wxReader ;
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class WXDLLIMPEXP_BASE wxPersister
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{
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public :
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// will be called before an object is written, may veto by returning false
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virtual bool BeforeWriteObject( wxWriter *WXUNUSED(writer) , const wxObject *WXUNUSED(object) , const wxClassInfo *WXUNUSED(classInfo) , wxxVariantArray &WXUNUSED(metadata)) { return true ; }
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// will be called after this object has been written, may be needed for adjusting stacks
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virtual void AfterWriteObject( wxWriter *WXUNUSED(writer) , const wxObject *WXUNUSED(object) , const wxClassInfo *WXUNUSED(classInfo) ) {}
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// will be called before a property gets written, may change the value , eg replace a concrete wxSize by wxSize( wxDefaultCoord , wxDefaultCoord ) or veto
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// writing that property at all by returning false
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virtual bool BeforeWriteProperty( wxWriter *WXUNUSED(writer) , const wxObject *WXUNUSED(object), const wxPropertyInfo *WXUNUSED(propInfo) , wxxVariant &WXUNUSED(value) ) { return true ; }
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// will be called before a property gets written, may change the value , eg replace a concrete wxSize by wxSize( wxDefaultCoord , wxDefaultCoord ) or veto
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// writing that property at all by returning false
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virtual bool BeforeWriteProperty( wxWriter *WXUNUSED(writer) , const wxObject *WXUNUSED(object), const wxPropertyInfo *WXUNUSED(propInfo) , wxxVariantArray &WXUNUSED(value) ) { return true ; }
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// will be called after a property has been written out, may be needed for adjusting stacks
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virtual void AfterWriteProperty( wxWriter *WXUNUSED(writer) , const wxPropertyInfo *WXUNUSED(propInfo) ) {}
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// will be called before this delegate gets written
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virtual bool BeforeWriteDelegate( wxWriter *WXUNUSED(writer) , const wxObject *WXUNUSED(object), const wxClassInfo* WXUNUSED(classInfo) , const wxPropertyInfo *WXUNUSED(propInfo) ,
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const wxObject *&WXUNUSED(eventSink) , const wxHandlerInfo* &WXUNUSED(handlerInfo) ) { return true ; }
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virtual void AfterWriteDelegate( wxWriter *WXUNUSED(writer) , const wxObject *WXUNUSED(object), const wxClassInfo* WXUNUSED(classInfo) , const wxPropertyInfo *WXUNUSED(propInfo) ,
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const wxObject *&WXUNUSED(eventSink) , const wxHandlerInfo* &WXUNUSED(handlerInfo) ) { }
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} ;
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class WXDLLIMPEXP_BASE wxWriter : public wxObject
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{
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public :
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wxWriter() ;
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virtual ~wxWriter() ;
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// with this call you start writing out a new top-level object
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void WriteObject(const wxObject *object, const wxClassInfo *classInfo , wxPersister *persister , const wxString &name , wxxVariantArray &WXUNUSED(metadata)) ;
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//
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// Managing the object identity table a.k.a context
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//
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// these methods make sure that no object gets written twice, because sometimes multiple calls to the WriteObject will be
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// made without wanting to have duplicate objects written, the object identity table will be reset manually
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virtual void ClearObjectContext() ;
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// gets the object Id for a passed in object in the context
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int GetObjectID(const wxObject *obj) ;
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// returns true if this object has already been written in this context
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bool IsObjectKnown( const wxObject *obj ) ;
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//
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// streaming callbacks
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//
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// these callbacks really write out the values in the stream format
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// begins writing out a new toplevel entry which has the indicated unique name
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virtual void DoBeginWriteTopLevelEntry( const wxString &name ) = 0 ;
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// ends writing out a new toplevel entry which has the indicated unique name
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virtual void DoEndWriteTopLevelEntry( const wxString &name ) = 0 ;
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// start of writing an object having the passed in ID
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virtual void DoBeginWriteObject(const wxObject *object, const wxClassInfo *classInfo, int objectID , wxxVariantArray &metadata ) = 0 ;
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// end of writing an toplevel object name param is used for unique identification within the container
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virtual void DoEndWriteObject(const wxObject *object, const wxClassInfo *classInfo, int objectID ) = 0 ;
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// writes a simple property in the stream format
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virtual void DoWriteSimpleType( wxxVariant &value ) = 0 ;
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// start of writing a complex property into the stream (
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virtual void DoBeginWriteProperty( const wxPropertyInfo *propInfo ) = 0 ;
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// end of writing a complex property into the stream
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virtual void DoEndWriteProperty( const wxPropertyInfo *propInfo ) = 0;
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virtual void DoBeginWriteElement() = 0 ;
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virtual void DoEndWriteElement() = 0 ;
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// insert an object reference to an already written object
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virtual void DoWriteRepeatedObject( int objectID ) = 0 ;
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// insert a null reference
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virtual void DoWriteNullObject() = 0 ;
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// writes a delegate in the stream format
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virtual void DoWriteDelegate( const wxObject *object, const wxClassInfo* classInfo , const wxPropertyInfo *propInfo ,
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const wxObject *eventSink , int sinkObjectID , const wxClassInfo* eventSinkClassInfo , const wxHandlerInfo* handlerIndo ) = 0;
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private :
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struct wxWriterInternal ;
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wxWriterInternal* m_data ;
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struct wxWriterInternalPropertiesData ;
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void WriteAllProperties( const wxObject * obj , const wxClassInfo* ci , wxPersister *persister, wxWriterInternalPropertiesData * data ) ;
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void WriteOneProperty( const wxObject *obj , const wxClassInfo* ci , const wxPropertyInfo* pi , wxPersister *persister , wxWriterInternalPropertiesData *data ) ;
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void WriteObject(const wxObject *object, const wxClassInfo *classInfo , wxPersister *persister , bool isEmbedded, wxxVariantArray &metadata ) ;
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void FindConnectEntry(const wxEvtHandler * evSource,const wxDelegateTypeInfo* dti, const wxObject* &sink , const wxHandlerInfo *&handler) ;
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} ;
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/*
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Streaming callbacks for depersisting XML to code, or running objects
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*/
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class WXDLLIMPEXP_BASE wxDepersister ;
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/*
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wxReader handles streaming in a class from a arbitrary format. While walking through
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it issues calls out to interfaces to depersist the guts from the underlying storage format.
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*/
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class WXDLLIMPEXP_BASE wxReader : public wxObject
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{
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public :
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wxReader() ;
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virtual ~wxReader() ;
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// the only thing wxReader knows about is the class info by object ID
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wxClassInfo *GetObjectClassInfo(int objectID) ;
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bool HasObjectClassInfo( int objectID ) ;
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void SetObjectClassInfo(int objectID, wxClassInfo* classInfo);
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// Reads the component the reader is pointed at from the underlying format.
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// The return value is the root object ID, which can
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// then be used to ask the depersister about that object
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// if there was a problem you will get back wxInvalidObjectID and the current
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// error log will carry the problems encoutered
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virtual int ReadObject( const wxString &name , wxDepersister *depersist ) = 0 ;
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private :
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struct wxReaderInternal;
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wxReaderInternal *m_data;
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} ;
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// This abstract class matches the allocate-init/create model of creation of objects.
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// At runtime, these will create actual instances, and manipulate them.
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// When generating code, these will just create statements of C++
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// code to create the objects.
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class WXDLLIMPEXP_BASE wxDepersister
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{
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public :
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// allocate the new object on the heap, that object will have the passed in ID
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virtual void AllocateObject(int objectID, wxClassInfo *classInfo, wxxVariantArray &metadata) = 0;
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// initialize the already allocated object having the ID objectID with the Create method
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// creation parameters which are objects are having their Ids passed in objectIDValues
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// having objectId <> wxInvalidObjectID
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virtual void CreateObject(int objectID,
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const wxClassInfo *classInfo,
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int paramCount,
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wxxVariant *VariantValues ,
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int *objectIDValues ,
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const wxClassInfo **objectClassInfos ,
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wxxVariantArray &metadata) = 0;
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// construct the new object on the heap, that object will have the passed in ID (for objects that
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// don't support allocate-create type of creation)
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// creation parameters which are objects are having their Ids passed in objectIDValues
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// having objectId <> wxInvalidObjectID
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virtual void ConstructObject(int objectID,
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const wxClassInfo *classInfo,
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int paramCount,
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wxxVariant *VariantValues ,
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int *objectIDValues ,
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const wxClassInfo **objectClassInfos ,
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wxxVariantArray &metadata) = 0;
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// destroy the heap-allocated object having the ID objectID, this may be used if an object
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// is embedded in another object and set via value semantics, so the intermediate
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// object can be destroyed after safely
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virtual void DestroyObject(int objectID, wxClassInfo *classInfo) = 0;
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// set the corresponding property
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virtual void SetProperty(int objectID,
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const wxClassInfo *classInfo,
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const wxPropertyInfo* propertyInfo ,
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const wxxVariant &VariantValue) = 0;
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// sets the corresponding property (value is an object)
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virtual void SetPropertyAsObject(int objectID,
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const wxClassInfo *classInfo,
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const wxPropertyInfo* propertyInfo ,
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int valueObjectId) = 0;
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// adds an element to a property collection
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virtual void AddToPropertyCollection( int objectID ,
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const wxClassInfo *classInfo,
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const wxPropertyInfo* propertyInfo ,
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const wxxVariant &VariantValue) = 0;
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// sets the corresponding property (value is an object)
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virtual void AddToPropertyCollectionAsObject(int objectID,
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const wxClassInfo *classInfo,
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const wxPropertyInfo* propertyInfo ,
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int valueObjectId) = 0;
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// sets the corresponding event handler
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virtual void SetConnect(int EventSourceObjectID,
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const wxClassInfo *EventSourceClassInfo,
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const wxPropertyInfo *delegateInfo ,
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const wxClassInfo *EventSinkClassInfo ,
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const wxHandlerInfo* handlerInfo ,
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int EventSinkObjectID ) = 0;
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};
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/*
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wxRuntimeDepersister implements the callbacks that will depersist
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an object into a running memory image, as opposed to writing
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C++ initialization code to bring the object to life.
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*/
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class WXDLLIMPEXP_BASE wxRuntimeDepersister : public wxDepersister
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{
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struct wxRuntimeDepersisterInternal ;
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wxRuntimeDepersisterInternal * m_data ;
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public :
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wxRuntimeDepersister();
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virtual ~wxRuntimeDepersister();
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// returns the object having the corresponding ID fully constructed
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wxObject *GetObject(int objectID) ;
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// allocate the new object on the heap, that object will have the passed in ID
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virtual void AllocateObject(int objectID, wxClassInfo *classInfo ,
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wxxVariantArray &metadata) ;
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// initialize the already allocated object having the ID objectID with the Create method
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// creation parameters which are objects are having their Ids passed in objectIDValues
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// having objectId <> wxInvalidObjectID
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virtual void CreateObject(int objectID,
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const wxClassInfo *classInfo,
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int paramCount,
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wxxVariant *VariantValues ,
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int *objectIDValues,
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const wxClassInfo **objectClassInfos ,
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wxxVariantArray &metadata
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) ;
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// construct the new object on the heap, that object will have the passed in ID (for objects that
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// don't support allocate-create type of creation)
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// creation parameters which are objects are having their Ids passed in objectIDValues
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// having objectId <> wxInvalidObjectID
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virtual void ConstructObject(int objectID,
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const wxClassInfo *classInfo,
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int paramCount,
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wxxVariant *VariantValues ,
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int *objectIDValues ,
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const wxClassInfo **objectClassInfos ,
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wxxVariantArray &metadata) ;
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// destroy the heap-allocated object having the ID objectID, this may be used if an object
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// is embedded in another object and set via value semantics, so the intermediate
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// object can be destroyed after safely
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virtual void DestroyObject(int objectID, wxClassInfo *classInfo) ;
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// set the corresponding property
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virtual void SetProperty(int objectID,
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const wxClassInfo *classInfo,
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const wxPropertyInfo* propertyInfo ,
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const wxxVariant &variantValue);
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// sets the corresponding property (value is an object)
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virtual void SetPropertyAsObject(int objectId,
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const wxClassInfo *classInfo,
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const wxPropertyInfo* propertyInfo ,
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int valueObjectId) ;
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// adds an element to a property collection
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virtual void AddToPropertyCollection( int objectID ,
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const wxClassInfo *classInfo,
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const wxPropertyInfo* propertyInfo ,
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const wxxVariant &VariantValue) ;
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// sets the corresponding property (value is an object)
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virtual void AddToPropertyCollectionAsObject(int objectID,
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const wxClassInfo *classInfo,
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const wxPropertyInfo* propertyInfo ,
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int valueObjectId) ;
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// sets the corresponding event handler
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virtual void SetConnect(int eventSourceObjectID,
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const wxClassInfo *eventSourceClassInfo,
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const wxPropertyInfo *delegateInfo ,
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const wxClassInfo *eventSinkClassInfo ,
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const wxHandlerInfo* handlerInfo ,
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int eventSinkObjectID ) ;
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};
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/*
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wxDepersisterCode implements the callbacks that will depersist
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an object into a C++ initialization function. this will move to
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a utility lib soon
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*/
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class WXDLLIMPEXP_BASE wxTextOutputStream ;
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class WXDLLIMPEXP_BASE wxCodeDepersister : public wxDepersister
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{
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private :
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struct wxCodeDepersisterInternal ;
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wxCodeDepersisterInternal * m_data ;
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wxTextOutputStream *m_fp;
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wxString ValueAsCode( const wxxVariant ¶m ) ;
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public:
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wxCodeDepersister(wxTextOutputStream *out);
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virtual ~wxCodeDepersister();
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// allocate the new object on the heap, that object will have the passed in ID
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virtual void AllocateObject(int objectID, wxClassInfo *classInfo ,
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wxxVariantArray &metadata) ;
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// initialize the already allocated object having the ID objectID with the Create method
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// creation parameters which are objects are having their Ids passed in objectIDValues
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// having objectId <> wxInvalidObjectID
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virtual void CreateObject(int objectID,
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const wxClassInfo *classInfo,
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int paramCount,
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wxxVariant *variantValues ,
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int *objectIDValues,
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const wxClassInfo **objectClassInfos ,
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wxxVariantArray &metadata
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) ;
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// construct the new object on the heap, that object will have the passed in ID (for objects that
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// don't support allocate-create type of creation)
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// creation parameters which are objects are having their Ids passed in objectIDValues
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// having objectId <> wxInvalidObjectID
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virtual void ConstructObject(int objectID,
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const wxClassInfo *classInfo,
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int paramCount,
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wxxVariant *VariantValues ,
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int *objectIDValues ,
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const wxClassInfo **objectClassInfos ,
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wxxVariantArray &metadata) ;
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// destroy the heap-allocated object having the ID objectID, this may be used if an object
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// is embedded in another object and set via value semantics, so the intermediate
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// object can be destroyed after safely
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virtual void DestroyObject(int objectID, wxClassInfo *classInfo) ;
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// set the corresponding property
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virtual void SetProperty(int objectID,
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const wxClassInfo *classInfo,
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const wxPropertyInfo* propertyInfo ,
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const wxxVariant &variantValue);
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// sets the corresponding property (value is an object)
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virtual void SetPropertyAsObject(int objectId,
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const wxClassInfo *classInfo,
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const wxPropertyInfo* propertyInfo ,
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int valueObjectId) ;
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// adds an element to a property collection
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virtual void AddToPropertyCollection( int objectID ,
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const wxClassInfo *classInfo,
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const wxPropertyInfo* propertyInfo ,
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const wxxVariant &VariantValue) ;
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// sets the corresponding property (value is an object)
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virtual void AddToPropertyCollectionAsObject(int objectID,
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const wxClassInfo *classInfo,
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const wxPropertyInfo* propertyInfo ,
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int valueObjectId) ;
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// sets the corresponding event handler
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virtual void SetConnect(int eventSourceObjectID,
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const wxClassInfo *eventSourceClassInfo,
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const wxPropertyInfo *delegateInfo ,
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const wxClassInfo *eventSinkClassInfo ,
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const wxHandlerInfo* handlerInfo ,
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int eventSinkObjectID ) ;
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};
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#endif // wxUSE_EXTENDED_RTTI
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#endif
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