/********************************************************************** Audacity: A Digital Audio Editor ModNullCallback.cpp James Crook Audacity is free software. This file is licensed under the wxWidgets license, see License.txt ********************************************************************//** \class ModNullCallback \brief ModNullCallback is a class containing all the callback functions for this demonstartion module. These functions are added into the standard Audacity Project Menus. *//*****************************************************************//** \class ModNullCommandFunctor \brief We create one of these functors for each menu item or command which we register with the Command Manager. These take the click from the menu into the actaul function to be called. *//********************************************************************/ #include #include "ModNullCallback.h" #include "../../src/Audacity.h" #include "../../src/ShuttleGui.h" #include "../../src/Project.h" #include "../../src/LoadModules.h" /* There are several functions that can be used in a GUI module. //#define versionFnName "GetVersionString" If the version is wrong, the module will be rejected. That is it will be loaded and then unloaded. //#define ModuleDispatchName "ModuleDispatch" The most useful function. See the example in this file. It has several cases/options in it. //#define scriptFnName "RegScriptServerFunc" This function is run from a non gui thread. It was originally created for the benefit of mod-script-pipe. //#define mainPanelFnName "MainPanelFunc" This function is the hijacking function, to take over Audacity and replace the main project window with our own wxFrame. */ class ModNullCallback { public: // Name these OnFuncXXX functions by whatever they will do. void OnFuncFirst(); void OnFuncSecond(); }; typedef void (ModNullCallback::*ModNullCommandFunction)(); class ModNullCommandFunctor:public CommandFunctor { public: ModNullCommandFunctor(ModNullCallback *pData, ModNullCommandFunction pFunction); virtual void operator()(int index = 0); public: ModNullCallback * mpData; ModNullCommandFunction mpFunction; }; ModNullCommandFunctor::ModNullCommandFunctor(ModNullCallback *pData, ModNullCommandFunction pFunction) { mpData = pData; mpFunction = pFunction; } // The dispatching function. void ModNullCommandFunctor::operator()(int index ) { (mpData->*(mpFunction))(); } #define ModNullFN(X) new ModNullCommandFunctor(pModNullCallback, \ (ModNullCommandFunction)(&ModNullCallback::X)) void ModNullCallback::OnFuncFirst() { int k=32; } void ModNullCallback::OnFuncSecond() { int k=42; } ModNullCallback * pModNullCallback=NULL; extern "C" { // GetVersionString // REQUIRED for the module to be accepted by Audacity. // Without it Audacity will see a version number mismatch. MOD_NULL_DLL_API wxChar * GetVersionString() { // Make sure that this version of the module requires the version // of Audacity it is built with. // For now, the versions must match exactly for Audacity to // agree to load the module. return AUDACITY_VERSION_STRING; } // This is the function that connects us to Audacity. int MOD_NULL_DLL_API ModuleDispatch(ModuleDispatchTypes type) { switch (type) { case AppInitialized: break; case AppQuiting: break; case ProjectInitialized: case MenusRebuilt: { AudacityProject *p = GetActiveProject(); if( p== NULL ) return 0; wxMenuBar * pBar = p->GetMenuBar(); wxMenu * pMenu = pBar->GetMenu( 7 ); // Menu 7 is the Analyze Menu. CommandManager * c = p->GetCommandManager(); c->SetToMenu( pMenu ); c->AddSeparator(); // We add two new commands into the Analyze menu. c->AddItem( _T("A New Command..."), _T("1st Experimental Command"), ModNullFN( OnFuncFirst ) ); c->AddItem( _T("Another New Command..."), _T("2nd Experimental Command"), ModNullFN( OnFuncSecond ) ); } break; default: break; } return 1; } //Example code commented out. #if 0 // This is an example function to hijack the main panel int MOD_NULL_DLL_API MainPanelFunc(int ix) { ix=ix;//compiler food // If we wanted to hide Audacity's Project, // we'd create a new wxFrame right here and return a pointer to it // as our return result. // Don't hijack the main panel, just return a NULL; return NULL; } #endif } // End extern "C"