/* HANDLILNG-PATTERN.hpp - A skeleton for executing commands, including standard implementations Copyright (C) Lumiera.org 2009, Hermann Vosseler This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ /** @file handling-pattern.hpp ** Pre-defined command execution skeletons. ** Any command can be configured to use a specific handling pattern ** on invocation. Moreover, there is a default handling pattern for commands. ** These patterns define the steps necessary for getting the command actually ** invoked (template method pattern). A pattern may cause the command to be ** enqueued, registered for UNDO or dispatched into a background thread. ** To carry out the work, HandlingPattern implementations are allowed to ** invoke the CommandImpl API directly. ** ** @todo it is not clear what's the difference between "throw" and "no-throw" pattern ** @todo any integration with the (yet undefined as of 9/09) ProcDispatcher is missing. ** ** @see ProcDispatcher ** @see Session ** */ #ifndef CONTROL_HANDLING_PATTERN_H #define CONTROL_HANDLING_PATTERN_H #include "lib/error.hpp" #include "lib/symbol.hpp" #include "lib/bool-checkable.hpp" #include namespace control { using std::string; using lib::Symbol; class CommandImpl; /** * Result (Status) of command execution. * It is returned when invoking a HandlingPattern * and can be used to check for success and/or re-throw * any Exception encountered during the command execution. * @todo couldn't that be replaced by a lib::Result instance?? */ class ExecResult : public lib::BoolCheckable { const string log_; public: bool isValid() const; void maybeThrow() const; protected: ExecResult () { } ///< default: command executed successfully ExecResult (lumiera::Error const&); ///< this result marks a failed execution friend class HandlingPattern; }; /** * Operation Skeleton how to invoke or undo a command. * Concrete implementations may be retrieved by ID; * they range from just invoking the command operations * straight forward to dispatching with the ProcDispatcher * or running the command asynchronously in a background thread. * A HandlingPattern first of all describes how to invoke the * command operation, but for each pattern it is possible to * get a special "undo pattern", which, on activation, will * reverse the effect of the basic pattern. */ class HandlingPattern : public lib::BoolCheckable { public: enum ID { SYNC , SYNC_THROW , ASYNC , DUMMY , NUM_IDS }; static ID defaultID() { return DUMMY; } ///////////TODO: should be ID::SYNC Ticket #211 static HandlingPattern const& get (ID id); virtual ~HandlingPattern() {} /** main functionality: invoke a command, detect errors. * @return ExecResult object, which might later be used to * detect errors on execution */ ExecResult invoke (CommandImpl& command, Symbol name) const; /** @return HandlingPattern describing how the UNDO operation is to be performed */ HandlingPattern const& howtoUNDO() const { return getUndoPatt(); } virtual bool isValid() const =0; protected: virtual HandlingPattern const& getUndoPatt() const =0; virtual void perform (CommandImpl& command) const =0; virtual void exec (CommandImpl& command) const =0; virtual void undo (CommandImpl& command) const =0; }; } // namespace control #endif