Files
rippled/modules/beast_core/containers/beast_DynamicObject.h
Vinnie Falco 43e6d345e4 General beast update, fixes, optimizations, features:
* Clean ups, optimizations, and new File::commonDocumentsDirectory enum
* Replace sortArray with std::sort for performance
* More error tolerance in XML parser, speedups
* Refactor some byte-order mark detection code
* Add String::appendCharPointer overloads
* More XML parser optimisations and better error detection
* Misc performance tweaks
* Fixes for support of non utf8 strings
* Increased precision when storing strings in XmlElement
* Minor clean-ups
* Minor fix to XmlDocument
* Cleanups to CriticalSection and related synchronization primitives
* Fix DynamicArray unit test
2013-09-10 10:36:46 -07:00

118 lines
4.6 KiB
C++

//------------------------------------------------------------------------------
/*
This file is part of Beast: https://github.com/vinniefalco/Beast
Copyright 2013, Vinnie Falco <vinnie.falco@gmail.com>
Portions of this file are from JUCE.
Copyright (c) 2013 - Raw Material Software Ltd.
Please visit http://www.juce.com
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL , DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
//==============================================================================
#ifndef BEAST_DYNAMICOBJECT_H_INCLUDED
#define BEAST_DYNAMICOBJECT_H_INCLUDED
//==============================================================================
/**
Represents a dynamically implemented object.
This class is primarily intended for wrapping scripting language objects,
but could be used for other purposes.
An instance of a DynamicObject can be used to store named properties, and
by subclassing hasMethod() and invokeMethod(), you can give your object
methods.
*/
class BEAST_API DynamicObject
: public SharedObject
, LeakChecked <DynamicObject>
{
public:
//==============================================================================
DynamicObject();
/** Destructor. */
virtual ~DynamicObject();
typedef SharedPtr<DynamicObject> Ptr;
//==============================================================================
/** Returns true if the object has a property with this name.
Note that if the property is actually a method, this will return false.
*/
virtual bool hasProperty (const Identifier& propertyName) const;
/** Returns a named property.
This returns a void if no such property exists.
*/
virtual var getProperty (const Identifier& propertyName) const;
/** Sets a named property. */
virtual void setProperty (const Identifier& propertyName, const var& newValue);
/** Removes a named property. */
virtual void removeProperty (const Identifier& propertyName);
//==============================================================================
/** Checks whether this object has the specified method.
The default implementation of this just checks whether there's a property
with this name that's actually a method, but this can be overridden for
building objects with dynamic invocation.
*/
virtual bool hasMethod (const Identifier& methodName) const;
/** Invokes a named method on this object.
The default implementation looks up the named property, and if it's a method
call, then it invokes it.
This method is virtual to allow more dynamic invocation to used for objects
where the methods may not already be set as properies.
*/
virtual var invokeMethod (const Identifier& methodName,
const var* parameters,
int numParameters);
/** Sets up a method.
This is basically the same as calling setProperty (methodName, (var::MethodFunction) myFunction), but
helps to avoid accidentally invoking the wrong type of var constructor. It also makes
the code easier to read,
The compiler will probably force you to use an explicit cast your method to a (var::MethodFunction), e.g.
@code
setMethod ("doSomething", (var::MethodFunction) &MyClass::doSomething);
@endcode
*/
void setMethod (const Identifier& methodName,
var::MethodFunction methodFunction);
//==============================================================================
/** Removes all properties and methods from the object. */
void clear();
/** Returns the NamedValueSet that holds the object's properties. */
NamedValueSet& getProperties() noexcept { return properties; }
private:
//==============================================================================
NamedValueSet properties;
};
#endif // BEAST_DYNAMICOBJECT_H_INCLUDED