.\" .\" gob manual page .\" (C) 1999 George Lebl .\" .\" This manual page is covered by the terms of the GNU General .\" Public License. .\" .TH GOB 1 "GOB @VERSION@" .SH NAME GOB \- The GTK+ Object Builder .SH SYNOPSIS .PP .B gob .SH DESCRIPTION .PP GTK+ Object Builder is a simple preprocessor for easily creating GTK+ objects. It does not parse any C code and ignores any C errors. It is in spirit similar to things like lex or yacc. .SH TYPENAMES .PP Because we need to parse out different parts of the typename, sometimes you need to specify the typename with some special syntax. Types are specified in capitalized form and words are separated by ':'. The first word of the type (which can be empty) is the "namespace". This fact is for example used for the type checking macro. For "Gtk:New:Button", the macro will be GTK_IS_NEW_BUTTON. This format of typenames is used in the class declaration header and for method argument types. .SH OUTPUT FILE NAMES .PP The filenames are created from the typename. The words are separated by '-' and all in lower case. For example for an object named "Gtk:New:Button", the files are gtk-new-button.c and gtk-new-button.h. .SH INCLUDING NORMAL C CODE IN THE OUTPUT FILES .PP To include some code directly in the output C file begin with '%{' on an empty line and end the code with a '%{' on an empty line. To put the code in the output header file, start the code with a '%h{'. For example: .nf %h{ void somefunc(int i); %} %{ void somefunc(int i) { /* some code */ } %} .fi .SH MAKING A NEW CLASS .PP The class header: .PP There can be only one class per input file. Defining a class is sort of like in Java, you define the class and write inline code directly into the class definition. To define a class you need to specify the new object name and the name of the object from which it is derived from, such as this "class from { }". For example: .nf class Gtk:New:Button from Gtk:Button { } .fi .PP Data members: .PP There are three types of data members. Two of them are normal data numbers, and one is a virtual one, usually linked to a normal public data member. The two normal data members are public or private. They are basically just copied into the object directly. There is only one identifier allowed per typename unlike in normal C. Example: .nf public int i; private GtkWidget *h; .fi .PP The private members are not currently protected from outside use, they are just marked by a comment in the header file, this will most likely be somehow solved in some future version. .PP The third type is an argument type. It is a named datamember which is one of the features of the GTK+ object system. You need to define a get and a set handler. They are fragments of C code that will be used to get the value or set the value of the argument. Inside them you can use the define ARG to which you assign the data or get the data. You can also use the identifier "self" as pointer to the object instance. The type is defined as one of the gtk type enums, but without the GTK_TYPE_ prefix. For example: .nf public int height; argument INT height set { self->height = ARG; } get { ARG = self->height; }; .fi .PP If you don't define a set or a get handler it will be a readonly or a writeonly argument. If you want to add extra argument flags, add them into parenthesis after the argument keyword, separated by '|' and without the GTK_ARG_ prefix. For example: .nf public int height; argument (CONSTRUCT) INT height get { ARG = self->height; }; .fi .PP Methods: .PP There is a whole array of possible methods. The two normal, "familiar" method types are private and public. Public are defined as normal functions with a prototype in the header file. Private methods are defined as static functions with prototypes at the top of the .c file. Then there are signal, virtual and override methods. You can also define init and init_class methods with a special definition if you want to add code to the constructors or you can just leave them out. .PP Argument lists: .PP For all but the init and init_class methods, you use the following syntax for arguments. The first argument can be just "self", which gob will translate into a pointer to the object instance. The rest of the arguments are very similar to normal C arguments. If the typename is an object pointer you should use the syntax defined above with the words separated by ':' .nf or (check ) .fi .PP The checks are glib type preconditions, and can be the following: "null", which tests pointers for being NULL, "type" which checks GTK+ object pointers for being the right type, " " which tests numeric arguments for being a certain value. The test can be a <,>,<=,>= != or ==. Example: .nf public int foo(self, int h (check > 0 < 11), Gtk:Widget *w (check null type)) .fi .PP This will be the prototype of a function which has a self pointer as the first argument, an integer argument which will be checked and has to be more then 0 and less then 11, and a pointer to a GtkWidget object instance and it is checked for being null and the type will also be checked. .PP Error return: .PP Methods which have a return value, there also has to be something returned if there is an error, such as if a precondition is not met. The default is 0, casted to the type of the method. If you need to return something else then you can specify an "onerror" keyword after the prototype and after that a number, a token (an identifier) or a bit of C code enclosed in braces {}. The braces will not be printed into the output, they just delimit the string. For example .nf public void * get_something(self, int i (check >= 0)) onerror NULL { ... } .fi .PP Virtual methods: .PP Virtual methods are basically pointers in the class structure, so that one can override the method in derived methods. They can be empty (if you put ';' instead of the C code). A wrapper will also be defined which makes calling the methods he same as public methods. This type of method is just a little bit "slower" then normal functions, but not as slow as signals. You define them by using "virtual" keyword before the prototype. If you put the keyword "private" right after the "virtual" keyword, the wrapper will not be a public method, but a private one. .PP Signals: .PP Signals are methods to which the user can bind other handlers and override the default handler. The default handler is basically the method body. This is the most versatile and flexible type of a method and also the slowest. You need to specify a whole bunch of things when you define a signal. One thing is when the default handler will be run, first or last. You specify that by "first" or "last" right after the "signal" keyword. Then you need to define the gtk enum types (again without the GTK_TYPE_ prefix). For that you define the return types and the types of arguments after the "self" pointer (not including the "self" pointer). You put it in the following syntax " ()". If the return type is void, the type should be "NONE", the same should be for the argument list. The rest of the prototype is the same as for other method types. The body can also be empty, and also there is a public method wrapper which you can use for calling the signal just like a public method. Example: .nf signal first INT(POINTER,INT) int do_something(self, Gtk:Widget *w (check null type), int length) { ... } or signal last NONE(NONE) void foo(self); .fi .PP If you don't want the wrapper that emits the signal to be public, you can include the keyword "private" after the "signal" keyword. This will make the wrapper a normal private method. .PP If you don't define a "first" or a "last", the default will be taken as "last". .PP Override methods: .PP If you need to override some method (a signal or a virtual method of some class in the parent tree of the new object), you can define and override method. After the "override" keyword, you should put the typename of the class you are overriding a method from. Other then that it is the same as for other methods. The "self" pointer in this case should be the type of the method you are overriding so that you don't get warnings during compilation. Example: .nf override (Gtk:Container) void add (Gtk:Container *self (check null type), Gtk:Widget *wid (check null type)) { ... } .fi .PP Calling methods: .PP Inside the code, defines are set for the methods, so that you don't have to type the class name before each call. Example: .nf private int foo(self) { return self->len; } private int bar(self,int i) { return foo(self) + i; } .fi .PP Making new objects: .PP You should define a new method which should be a normal public method. Inside this method, you can use the GET_NEW macro that is defined for you and that will fetch a new object, so a fairly standard new method would look like: .nf public GtkWidget * new(void) { GtkObject *ret; ret = GTK_OBJECT (GET_NEW); return ret; } .fi .SH BUGS .PP The generated header file is included as the first file in the .c file, no matter what. This means that you will have to put things that need to be included before that, into an %h{ } section. .SH AUTHOR .PP George Lebl