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/*
* Copyright (C) 2008 Emweb bvba, Kessel-Lo, Belgium.
*
* See the LICENSE file for terms of use.
*/
#ifndef WOBJECT_H_
#define WOBJECT_H_
#include <Wt/WDllDefs.h>
#include <Wt/WGlobal>
#include <Wt/Http/Request>
#include <boost/signals/trackable.hpp>
#include <vector>
#include <map>
namespace Wt {
class JavaScriptEvent;
struct WT_API NoClass
{
NoClass() { }
NoClass(const JavaScriptEvent&) { }
static NoClass none;
};
#ifndef WT_CNOR
template <typename A1, typename A2, typename A3,
typename A4, typename A5, typename A6>
class Signal;
#endif // WT_CNOR
class WStatelessSlot;
/*! \class WObject Wt/WObject Wt/WObject
* \brief A base class for objects that participate in the signal/slot system.
*
* The main feature offered by %WObject is automated object life-time
* tracking when involved in signal/slot connections. Connections
* between signals and slots of %WObject instances implement a
* type-safe event callback system. For example, one can simply
* connect() the WInteractWidget::clicked() signal of a WPushButton to
* the WApplication::quit() method, to exit the application when the
* button is clicked:
*
* \code
* Wt::WInteractWidget *sender = new Wt::WText("Quit.");
* Wt::WApplication *app = Wt::WApplication::instance();
* sender->clicked().connect(app, &Wt::WApplication::quit);
* \endcode
*
* %Wt's signals may also propagate arguments to slots. For example,
* the same clicked() signal provides event details in
* a WMouseEvent details class, and these details may be received in
* the slot:
* \code
* class MyClass : public Wt::WContainerWidget
* {
* public:
* MyClass(Wt::WContainerWidget *parent = 0)
* : Wt::WContainerWidget(parent)
* {
* Wt::WText *text = Wt::WText("Click here", this);
* text->clicked().connect(this, &MyClass::handleClick);
*
* ...
* }
*
* private:
* void handleClick(const Wt::WMouseEvent& event) {
* if (event.modifiers() & Wt::ShiftModifier) {
* ...
* }
* }
* };
* \endcode
* As the example illustrates, slots are ordinary %WObject methods.
*
* A second feature of %WObject is that they allow ownership
* organization in ownership object trees. When an object is created
* with another object as parent, it's ownership is transferred to the
* parent. If not deleted explicitly, the child object will be deleted
* together with the parent. Child objects may also be deleted
* manually: they will remove themselves from their parent in the
* process.
*
* In conjunction with EventSignal, %WObject also facilitates learning
* of client-side event handling (in JavaScript) through invocation of
* the slot method. This is only possible when the slot behaviour is
* stateless, i.e. independent of any application state, and can be
* specified using the implementStateless() methods.
*
* \sa Signal, EventSignal
*
* \ingroup signalslot
*/
class WT_API WObject : public boost::signals::trackable
{
public:
/*! \brief Typedef for a %WObject method without arguments.
*/
typedef void (WObject::*Method)();
/*! \brief Create a %WObject with a given parent object.
*
* If the optional parent is specified, the parent object will
* destroy all child objects. Set parent to \c 0 to create an object
* with no parent.
*
* \sa addChild()
*/
WObject(WObject* parent = 0);
/*! \brief Destructor.
*
* This automatically:
* - deletes all child objects
* - invalidates this object as sender or receiver in signals and slots
*/
virtual ~WObject();
/*
* Unique id's
*/
unsigned rawUniqueId() const { return id_; }
const std::string uniqueId() const;
/*! \brief Returns the (unique) identifier for this object
*
* For a %WWidget, this corresponds to the id of the DOM element
* that represents the widget. This is not entirely unique, since a
* \link WCompositeWidget composite widget\endlink shares the same
* id as its implementation.
*
* By default, the id is auto-generated, unless a custom id is set
* for a widget using WWidget::setId(). The auto-generated id is created
* by concatenating objectName() with a unique number.
*
* \sa WWidget::jsRef()
*/
virtual const std::string id() const;
/*! \brief Sets an object name.
*
* The object name can be used to easily identify a type of object
* in the DOM, and does not need to be unique. It will usually
* reflect the widget type or role. The object name is prepended to
* the auto-generated object id().
*
* The default object name is empty.
*
* \sa id()
*/
void setObjectName(const std::string& name);
/*! \brief Returns the object name.
*
* \sa setObjectName()
*/
virtual std::string objectName() const;
/*! \brief Resets learned stateless slot implementations.
*
* Clears the stateless implementation for all slots declared to be
* implemented with a stateless implementation.
*
* \sa resetLearnedSlot(), implementStateless()
*/
void resetLearnedSlots();
/*! \brief Resets a learned stateless slot implementation.
*
* Clears the stateless implementation for the given slot that
* was declared to be implemented with a stateless implementation.
*
* When something has changed that breaks the contract of a
* stateless slot to always have the same effect, you may call this
* method to force the application to discard the current
* implementation.
*
* \sa implementStateless()
*/
template <class T>
void resetLearnedSlot(void (T::*method)());
/*! \brief Declares a slot to be stateless and learn client-side behaviour
* on first invocation.
*
* Indicate that the given slot is stateless, and meets the requirement
* that the slot's code does not depend on any state of the object, but
* performs the same visual effect regardless of any state, or at
* least until resetLearnedSlot() is called.
*
* When this slot is connected to an EventSignal (such as those exposed
* by WInteractWidget and WFormWidget), the %Wt library may decide to
* cache the visual effect of this slot in JavaScript code at client-side:
* this effect will be learned automatically at the first invocation.
* This has no consequences for the normal event handling, since the slot
* implementation is still executed in response to any event notification.
* Therefore, it is merely an optimization of the latency for the visual
* effect, but it does not change the behaviour of the application.
*
* When for some reason the visual effect does change, one may use
* resetLearnedSlot() or resetLearnedSlots() to flush the existing cached
* visual effect, forcing the library to relearn it.
*
* It is crucial that this function be applied first to a slot that is
* intended to be stateless before any %EventSignal connects to that slot.
* Otherwise, the connecting %EventSignal cannot find the stateless
* slot implementation for the intended slot, and the statement will have
* no effect for that connection.
*
* \sa resetLearnedSlot(), EventSignal
*/
#ifndef WT_TARGET_JAVA
template <class T>
WStatelessSlot *implementStateless(void (T::*method)());
#else // WT_TARGET_JAVA
template <class T1>
WStatelessSlot *implementStateless(T1 method);
#endif // WT_TARGET_JAVA
/*! \brief Declares a slot to be stateless and learn client-side behaviour
* in advance.
*
* This method has the same effect as
*\link implementStateless() implementStateless(void (T::*method)())\endlink,
* but learns the visual effect of the slot before the first
* invocation of the event.
*
* To learn the visual effect, the library will simulate the event and
* record the visual effect. To restore the application state, it will
* call the undoMethod which must restore the effect of method.
*
* \sa \link implementStateless() implementStateless(void (T::*method)())\endlink
*/
#ifndef WT_TARGET_JAVA
template <class T>
WStatelessSlot *implementStateless(void (T::*method)(),
void (T::*undoMethod)());
#else // WT_TARGET_JAVA
template <class T1, class T2>
WStatelessSlot *implementStateless(T1 method, T2 undoMethod);
#endif // WT_TARGET_JAVA
/*! \brief Provides a JavaScript implementation for a method
*
* This method sets the JavaScript implementation for a method. As a
* result, if JavaScript is available, the JavaScript version will
* be used on the client side and the visual effect of the C++
* implementation will be ignored.
*
* This is very similar to an auto-learned stateless slot, but here the
* learning is avoided by directly setting the JavaScript implementation.
*
* The \p jsCode should be one or more valid JavaScript statements.
*
* \sa \link implementStateless() implementStateless(void (T::*method)())\endlink
*/
template <class T>
WStatelessSlot *implementJavaScript(void (T::*method)(),
const std::string& jsCode);
/*! \brief Adds a child object.
*
* Take responsibility of deleting the child object, together with this
* object.
*
* \sa removeChild()
*/
void addChild(WObject *child);
/*! \brief Removes a child object.
*
* The child must have been previously added.
*
* \sa addChild()
*/
void removeChild(WObject *child);
/*! \brief Returns the children.
*/
const std::vector<WObject *>& children() const;
/*! \brief Returns the parent object.
*/
WObject *parent() const { return parent_; }
#ifndef WT_CNOR
Signal<WObject *, NoClass, NoClass, NoClass, NoClass, NoClass>& destroyed();
#endif // WT_CNOR
virtual bool hasParent() const;
static void seedId(unsigned id);
protected:
virtual void signalConnectionsChanged();
/*! \brief Returns the sender of the current slot call.
*
* Use this function to know who emitted the signal that triggered this
* slot call. It may be \c 0 if the signal has no owner information, or
* if there is no signal triggering the current slot, but instead the slot
* method is called directly.
*/
static WObject *sender();
virtual void setParent(WObject *parent);
struct FormData {
FormData(const Http::ParameterValues& aValues,
const std::vector<Http::UploadedFile>& aFiles)
: values(aValues), files(aFiles) { }
const Http::ParameterValues& values;
std::vector<Http::UploadedFile> files;
};
virtual void setFormData(const FormData& formData);
virtual void setRequestTooLarge(int size);
/*! \brief On-demand stateless slot implementation.
*
* This method returns a stateless slot implementation for the given
* \p method. To avoid the cost of declaring methods to be
* stateless when they are not used, you may reimplement this method
* to provide a stateless implementation for a method only when the
* method is involved in a slot connection.
*
* Use implementStateless() to provide a stateless implementation of the
* given \p method, or return the base class implementation otherwise.
*/
virtual WStatelessSlot *getStateless(Method method);
private:
WStatelessSlot *implementPrelearn(Method method, Method undoMethod);
WStatelessSlot *implementPrelearned(Method method, const std::string& jsCode);
WStatelessSlot *implementAutolearn(Method method);
void resetLearnedSlot(Method method);
WStatelessSlot* isStateless(Method method);
std::vector<WStatelessSlot *> statelessSlots_;
WObject(const WObject&);
unsigned id_;
std::string name_;
static unsigned nextObjId_;
std::vector<WObject *> *children_;
WObject *parent_;
#ifndef WT_CNOR
Signal<WObject *, NoClass, NoClass, NoClass, NoClass, NoClass> *destroyed_;
#endif // WT_CNOR
static std::vector<WObject *> emptyObjectList_;
#ifndef WT_CNOR
template <typename E> friend class EventSignal;
template <typename A1, typename A2, typename A3,
typename A4, typename A5, typename A6> friend class JSignal;
#endif // WT_CNOR
friend class EventSignalBase;
friend class WebSession;
};
template <class T>
void WObject::resetLearnedSlot(void (T::*method)())
{
assert(dynamic_cast<T *>(this));
resetLearnedSlot(static_cast<Method>(method));
}
#ifndef WT_TARGET_JAVA
template <class T>
WStatelessSlot *WObject::implementStateless(void (T::*method)())
{
assert(dynamic_cast<T *>(this));
return implementAutolearn(static_cast<Method>(method));
}
template <class T>
WStatelessSlot *WObject::implementStateless(void (T::*method)(),
void (T::*undoMethod)())
{
assert(dynamic_cast<T *>(this));
return implementPrelearn(static_cast<Method>(method),
static_cast<Method>(undoMethod));
}
#endif // WT_TARGET_JAVA
template <class T>
WStatelessSlot *WObject::implementJavaScript(void (T::*method)(),
const std::string& jsCode)
{
assert(dynamic_cast<T *>(this));
return implementPrelearned(static_cast<Method>(method), jsCode);
}
}
#ifdef USING_NAMESPACE_WT
using namespace Wt;
#endif // USING_NAMESPACE_WT
#endif // WOBJECT_H_
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