audacia/include/audacity/ModuleInterface.h

189 lines
8.4 KiB
C++

/**********************************************************************
Audacity: A Digital Audio Editor
ModuleInterface.h
Leland Lucius
Copyright (c) 2014, Audacity Team
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
**********************************************************************/
#ifndef __AUDACITY_MODULEINTERFACE_H__
#define __AUDACITY_MODULEINTERFACE_H__
#include "audacity/Types.h"
#include "audacity/IdentInterface.h"
#include "audacity/PluginInterface.h"
// ============================================================================
//
// Don't even think about adding module types, like effect, importer, etc. in
// here. The module interface should not have to change when new types of
// plugins are added to Audacity.
//
// In addition a single module may want to provide multiple plugin types.
// ============================================================================
// ============================================================================
//
// ModuleInterface class
//
// ============================================================================
class ModuleInterface : public IdentInterface
{
public:
virtual ~ModuleInterface() {};
// Called immediately after creation to give the instance a chance to
// initialize. Return "true" if initialziation was successful.
virtual bool Initialize() = 0;
// Called just prior to deletion to allow releasing any resources.
virtual void Terminate() = 0;
// Modules providing a single or static set of plugins may use
// AutoRegisterPlugins() to register those plugins.
virtual bool AutoRegisterPlugins(PluginManagerInterface & pluginManager) = 0;
// For modules providing an interface to other dynamically loaded plugins,
// the module returns a list of path names that will be presented to the
// user for enablement.
virtual wxArrayString FindPlugins(PluginManagerInterface & pluginManager) = 0;
// Once the user selects desired paths from FindPlugins(), a call to RegisterPlugin()
// will be made to request registration of that plugin. If the module must create
// an instance of the plugin to register it, then then instance should be deleted
// after registration.
virtual bool RegisterPlugin(PluginManagerInterface & pluginManager,
const wxString & path) = 0;
// When appropriate, CreateInstance() will be called to instantiate the plugins.
virtual void *CreateInstance(const PluginID & ID, const wxString & path) = 0;
};
// ============================================================================
//
// ModuleManagerInterface class
//
// ============================================================================
class ModuleManagerInterface
{
public:
virtual ~ModuleManagerInterface() {};
// Modules call this to register their interface
virtual void RegisterModule(ModuleInterface *module) = 0;
};
// ----------------------------------------------------------------------------
// The default entry point name and the name that will be searched for during
// load if the module has been built as a external library.
// ----------------------------------------------------------------------------
#define MODULE_ENTRY AudacityModule
// ----------------------------------------------------------------------------
// The module entry point prototype
// ----------------------------------------------------------------------------
typedef ModuleInterface *(*ModuleMain)(ModuleManagerInterface *moduleManager,
const wxString *path);
// ----------------------------------------------------------------------------
// If BUILDING_AUDACITY is defined during the current build, it is assumed
// that the module wishes to be embedded in the Audacity executable.
// ----------------------------------------------------------------------------
#if defined(BUILDING_AUDACITY)
// ----------------------------------------------------------------------------
// Since there may be multiple embedded modules, the module entry function will
// be declared static so as not to interfere with other modules during link.
// ----------------------------------------------------------------------------
#define DECLARE_MODULE_ENTRY(name) \
static ModuleInterface * name(ModuleManagerInterface *moduleManager, const wxString *path)
// ----------------------------------------------------------------------------
// This will create a class and instnace that will register the module entry
// point during Audacity startup. At the appropriate time, the entry point
// will be called to create the module instance.
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
// Provides the base for embedded module registration. If used, a Register()
// method must be supplied explicitly.
// ----------------------------------------------------------------------------
#define DECLARE_BUILTIN_MODULE_BASE(name) \
extern void RegisterBuiltinModule(ModuleMain rtn); \
class name \
{ \
public: \
name() {Register();} \
void Register(); \
}; \
static name name ## _instance;
// ----------------------------------------------------------------------------
// Provides the full embedded module registration process. Nothing further is
// required (other than supplying the module entry point function).
// ----------------------------------------------------------------------------
#define DECLARE_BUILTIN_MODULE(name) \
DECLARE_BUILTIN_MODULE_BASE(name) \
void name::Register() \
{ \
RegisterBuiltinModule(MODULE_ENTRY); \
}
#else
// ----------------------------------------------------------------------------
// When building as an external module, the entry point must be declared with
// "C" linkage and whatever method is used to make the function externally
// visible.
// ----------------------------------------------------------------------------
#define DECLARE_MODULE_ENTRY(name) \
extern "C" __declspec(dllexport) \
ModuleInterface * name(ModuleManagerInterface *moduleManager, \
const wxString *path)
// ----------------------------------------------------------------------------
// Define these as empty will effectively remove the embedded registration
// functionality.
// ----------------------------------------------------------------------------
#define DECLARE_BUILTIN_MODULE_BASE(name)
#define DECLARE_BUILTIN_MODULE(name)
#endif
#endif // __AUDACITY_MODULEINTERFACE_H__