/********************************************************************** 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 actual function to be called. *//********************************************************************/ #include #include "ModNullCallback.h" #include "ModuleConstants.h" #include "ShuttleGui.h" #include "Project.h" #include "commands/CommandManager.h" #include "CommonCommandFlags.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. */ // derived from wxFrame as it needs to be some kind of event handler. class ModNullCallback : public wxFrame { public: // Name these OnFuncXXX functions by whatever they will do. void OnFuncFirst(const CommandContext &); void OnFuncSecond(const CommandContext &); }; void ModNullCallback::OnFuncFirst(const CommandContext &) { int k=32; } void ModNullCallback::OnFuncSecond(const CommandContext &) { int k=42; } ModNullCallback * pModNullCallback=NULL; #define ModNullFN(X) static_cast((&ModNullCallback:: X)) extern "C" { static CommandHandlerObject &ident(AudacityProject&project) { // no specific command handler object ... use the project. return project; } // GetVersionString // REQUIRED for the module to be accepted by Audacity. // Without it Audacity will see a version number mismatch. extern DLL_API const wxChar * GetVersionString(); const 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; } namespace { void RegisterMenuItems() { // Get here only after the module version check passes using namespace MenuTable; // We add two new commands into the Analyze menu. static AttachedItem sAttachment{ wxT("Analyze"), ( FinderScope( ident ), Section( wxT("NullModule"), Command( _T("A New Command"), // internal name XXO("1st Experimental Command..."), //displayed name ModNullFN( OnFuncFirst ), AudioIONotBusyFlag() ), Command( _T("Another New Command"), XXO("2nd Experimental Command"), ModNullFN( OnFuncSecond ), AudioIONotBusyFlag() ) ) ) }; } } // This is the function that connects us to Audacity. extern int DLL_API ModuleDispatch(ModuleDispatchTypes type); int ModuleDispatch(ModuleDispatchTypes type) { switch (type) { case ModuleInitialize: RegisterMenuItems(); break; case AppInitialized: break; case AppQuiting: break; default: break; } return 1; } //Example code commented out. #if 0 // This is an example function to hijack the main panel int 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"