mirror of https://github.com/PCSX2/pcsx2.git
409 lines
16 KiB
C++
409 lines
16 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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// 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/defs.h"
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#if wxUSE_EXTENDED_RTTI
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#include "wx/object.h"
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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 distinction 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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// wxObjectWriterCallback
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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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/*
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class WXDLLIMPEXP_BASE wxClassInfo;
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class WXDLLIMPEXP_BASE wxAnyList;
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class WXDLLIMPEXP_BASE wxPropertyInfo;
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class WXDLLIMPEXP_BASE wxAny;
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class WXDLLIMPEXP_BASE wxHandlerInfo;
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*/
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class WXDLLIMPEXP_BASE wxObjectWriter;
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class WXDLLIMPEXP_BASE wxObjectReader;
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class WXDLLIMPEXP_BASE wxObjectWriterCallback
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{
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public:
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virtual ~wxObjectWriterCallback() {}
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// will be called before an object is written, may veto by returning false
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virtual bool BeforeWriteObject( wxObjectWriter *WXUNUSED(writer),
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const wxObject *WXUNUSED(object),
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const wxClassInfo *WXUNUSED(classInfo),
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const wxStringToAnyHashMap &WXUNUSED(metadata))
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{ return true; }
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// will be called after this object has been written, may be
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// needed for adjusting stacks
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virtual void AfterWriteObject( wxObjectWriter *WXUNUSED(writer),
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const wxObject *WXUNUSED(object),
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const wxClassInfo *WXUNUSED(classInfo) )
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{}
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// will be called before a property gets written, may change the value,
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// eg replace a concrete wxSize by wxSize( wxDefaultCoord, wxDefaultCoord )
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// or veto writing that property at all by returning false
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virtual bool BeforeWriteProperty( wxObjectWriter *WXUNUSED(writer),
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const wxObject *WXUNUSED(object),
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const wxPropertyInfo *WXUNUSED(propInfo),
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const wxAny &WXUNUSED(value) )
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{ return true; }
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// will be called before a property gets written, may change the value,
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// eg replace a concrete wxSize by wxSize( wxDefaultCoord, wxDefaultCoord )
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// or veto writing that property at all by returning false
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virtual bool BeforeWriteProperty( wxObjectWriter *WXUNUSED(writer),
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const wxObject *WXUNUSED(object),
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const wxPropertyInfo *WXUNUSED(propInfo),
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const wxAnyList &WXUNUSED(value) )
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{ return true; }
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// will be called after a property has been written out, may be needed
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// for adjusting stacks
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virtual void AfterWriteProperty( wxObjectWriter *WXUNUSED(writer),
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const wxPropertyInfo *WXUNUSED(propInfo) )
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{}
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// will be called before this delegate gets written
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virtual bool BeforeWriteDelegate( wxObjectWriter *WXUNUSED(writer),
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const wxObject *WXUNUSED(object),
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const wxClassInfo* WXUNUSED(classInfo),
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const wxPropertyInfo *WXUNUSED(propInfo),
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const wxObject *&WXUNUSED(eventSink),
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const wxHandlerInfo* &WXUNUSED(handlerInfo) )
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{ return true; }
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virtual void AfterWriteDelegate( wxObjectWriter *WXUNUSED(writer),
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const wxObject *WXUNUSED(object),
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const wxClassInfo* WXUNUSED(classInfo),
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const wxPropertyInfo *WXUNUSED(propInfo),
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const wxObject *&WXUNUSED(eventSink),
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const wxHandlerInfo* &WXUNUSED(handlerInfo) )
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{ }
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};
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class WXDLLIMPEXP_BASE wxObjectWriterFunctor: public wxObjectFunctor
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{
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};
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class WXDLLIMPEXP_BASE wxObjectWriter: public wxObject
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{
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friend class wxObjectWriterFunctor;
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public:
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wxObjectWriter();
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virtual ~wxObjectWriter();
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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,
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wxObjectWriterCallback *writercallback, const wxString &name,
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const wxStringToAnyHashMap &metadata);
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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,
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// because sometimes multiple calls to the WriteObject will be
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// made without wanting to have duplicate objects written, the
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// 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,
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int objectID, const wxStringToAnyHashMap &metadata ) = 0;
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// end of writing an toplevel object name param is used for unique
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// identification within the container
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virtual void DoEndWriteObject(const wxObject *object,
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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( const wxAny &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,
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const wxPropertyInfo *propInfo, const wxObject *eventSink,
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int sinkObjectID, const wxClassInfo* eventSinkClassInfo,
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const wxHandlerInfo* handlerIndo ) = 0;
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void WriteObject(const wxObject *object, const wxClassInfo *classInfo,
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wxObjectWriterCallback *writercallback, bool isEmbedded, const wxStringToAnyHashMap &metadata );
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protected:
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struct wxObjectWriterInternal;
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wxObjectWriterInternal* m_data;
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struct wxObjectWriterInternalPropertiesData;
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void WriteAllProperties( const wxObject * obj, const wxClassInfo* ci,
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wxObjectWriterCallback *writercallback,
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wxObjectWriterInternalPropertiesData * data );
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void WriteOneProperty( const wxObject *obj, const wxClassInfo* ci,
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const wxPropertyInfo* pi, wxObjectWriterCallback *writercallback,
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wxObjectWriterInternalPropertiesData *data );
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void FindConnectEntry(const wxEvtHandler * evSource,
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const wxEventSourceTypeInfo* dti, const wxObject* &sink,
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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 wxObjectReaderCallback;
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/*
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wxObjectReader handles streaming in a class from a arbitrary format.
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While walking through it issues calls out to interfaces to readercallback
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the guts from the underlying storage format.
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*/
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class WXDLLIMPEXP_BASE wxObjectReader: public wxObject
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{
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public:
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wxObjectReader();
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virtual ~wxObjectReader();
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// the only thing wxObjectReader 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, wxObjectReaderCallback *readercallback ) = 0;
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private:
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struct wxObjectReaderInternal;
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wxObjectReaderInternal *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 wxObjectReaderCallback
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{
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public:
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virtual ~wxObjectReaderCallback() {}
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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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wxStringToAnyHashMap &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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wxAny *VariantValues,
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int *objectIDValues,
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const wxClassInfo **objectClassInfos,
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wxStringToAnyHashMap &metadata) = 0;
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// construct the new object on the heap, that object will have the passed in ID
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// (for objects that don't support allocate-create type of creation)
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// creation parameters which are objects are having their Ids passed in
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// objectIDValues 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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wxAny *VariantValues,
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int *objectIDValues,
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const wxClassInfo **objectClassInfos,
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wxStringToAnyHashMap &metadata) = 0;
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// destroy the heap-allocated object having the ID objectID, this may be used
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// if an object is embedded in another object and set via value semantics,
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// so the intermediate 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 wxAny &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 wxAny &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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wxObjectRuntimeReaderCallback implements the callbacks that will bring back
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an object into a life memory instance
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*/
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class WXDLLIMPEXP_BASE wxObjectRuntimeReaderCallback: public wxObjectReaderCallback
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{
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struct wxObjectRuntimeReaderCallbackInternal;
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wxObjectRuntimeReaderCallbackInternal * m_data;
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public:
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wxObjectRuntimeReaderCallback();
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virtual ~wxObjectRuntimeReaderCallback();
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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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wxStringToAnyHashMap &metadata);
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// initialize the already allocated object having the ID objectID with
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// the Create method creation parameters which are objects are having
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// their Ids passed in objectIDValues 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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wxAny *VariantValues,
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int *objectIDValues,
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const wxClassInfo **objectClassInfos,
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wxStringToAnyHashMap &metadata
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);
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// construct the new object on the heap, that object will have the
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// passed in ID (for objects that don't support allocate-create type of
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// creation) creation parameters which are objects are having their Ids
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// passed in objectIDValues 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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wxAny *VariantValues,
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int *objectIDValues,
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const wxClassInfo **objectClassInfos,
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wxStringToAnyHashMap &metadata);
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// destroy the heap-allocated object having the ID objectID, this may be
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// used if an object is embedded in another object and set via value semantics,
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// so the intermediate 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 wxAny &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 wxAny &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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