Vision4Mac Documentation

Revision as of 11:53, 14 August 2006 by Dfurrer (Talk | contribs) (Object creation)

Object creation

The way classes will be created is somewhat special in Eiffel Vision. Take a look at EV_ANY (, EV_ANY_I)

Here's a bit of it:


 --|----------------------------------------------------------------
 --| Creation sequence for all Vision2 objects is like this:
 --|
 --| - Default_create is defined once in EV_ANY.
 --| - create_implementation is defined in descendants, default_create calls them
 --| - After it is created, initialize is called on the implementation, this will
 --|   do extra setup work but need not be redefined in every descendant.
 --|   (Probably redefined in EV_WIDGET_IMP but not too many other places)
 --|   Next default_create calls initialize on Current.
 --|
 --| `default_create' must be called during creation to satisfy the invariant.
 --| The normal pattern is that default_create will produce a properly
 --| initialized default object and any special convenience creation features
 --| will call default_create then do their extra work.
 --|
 --| The postcondition of `default_create' checks `is_in_default_state', this
 --| returns True by default but should be redefined by decendants to check for
 --| proper initial results from class queries.
 --|----------------------------------------------------------------

	frozen default_create is
			-- Standard creation procedure.
			--| Must be called exactly once during creation.
		do
			check
				not_already_called: not default_create_called
					--| Calling default_create twice is not
					--| allowed. This means that reusing
					--| objects is not allowed unless a
					--| special purpose feature is provided.
			end
			check
				application_exists: application_exists
			end
			default_create_called := True
			create_implementation
			implementation.initialize
			initialize
		ensure then
			is_coupled: implementation /= Void
			is_initialized: is_initialized
			default_create_called_set: default_create_called
			is_in_default_state: is_in_default_state
		end

Event Handling

Due to some limitations of the wrapper generater we are using event handling is not quite trivial, but here's what you have to do if you want to add a new event:

In the creation procedure you need to have something like this:

id := app_implementation.get_id (current)
target := get_event_control_target_external(control)
app_implementation.install_event_handler (id, target, {carbonevents_anon_enums}.kEventClassControl, {carbonevents_anon_enums}.kEventMouseDown)

This code first gets an application-wide unique ID. The system needs this to find out which object triggered the event.

??What exactly does the target specify??

And the last line says that we would like to catch all events with the given id that are of a specific type. (here: MouseDown Events on a Control)

on_callback

-> The on_callback function is getting really ugly, here is my idea what we could do about that: we could create a on_callback* function in the WIDGET_IMP class and then only do the selection (which event type goes to which widget?) in the on_callback function of APPLICATION_IMP. The specifics could then be done in the widget's function.