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1 \chapter{Porting from wxWidgets 1.xx}\label{porting}
2
3 This addendum gives guidelines and tips for porting applications from
4 version 1.xx of wxWidgets to version 2.0.
5
6 The first section offers tips for writing 1.xx applications in a way to
7 minimize porting time. The following sections detail the changes and
8 how you can modify your application to be 2.0-compliant.
9
10 You may be worrying that porting to 2.0 will be a lot of work,
11 particularly if you have only recently started using 1.xx. In fact,
12 the wxWidgets 2.0 API has far more in common with 1.xx than it has differences.
13 The main challenges are using the new event system, doing without the default
14 panel item layout, and the lack of automatic labels in some controls.
15
16 Please don't be freaked out by the jump to 2.0! For one thing, 1.xx is still available
17 and will be supported by the user community for some time. And when you have
18 changed to 2.0, we hope that you will appreciate the benefits in terms
19 of greater flexibility, better user interface aesthetics, improved C++ conformance,
20 improved compilation speed, and many other enhancements. The revised architecture
21 of 2.0 will ensure that wxWidgets can continue to evolve for the foreseeable
22 future.
23
24 {\it Please note that this document is a work in progress.}
25
26 \section{Preparing for version 2.0}\label{portingpreparing}
27
28 Even before compiling with version 2.0, there's also a lot you can do right now to make porting
29 relatively simple. Here are a few tips.
30
31 \begin{itemize}
32 \item {\bf Use constraints or .wxr resources} for layout, rather than the default layout scheme.
33 Constraints should be the same in 2.0, and resources will be translated.
34 \item {\bf Use separate wxMessage items} instead of labels for wxText, wxMultiText,
35 wxChoice, wxComboBox. These labels will disappear in 2.0. Use separate
36 wxMessages whether you're creating controls programmatically or using
37 the dialog editor. The future dialog editor will be able to translate
38 from old to new more accurately if labels are separated out.
39 \item {\bf Parameterise functions that use wxDC} or derivatives, i.e. make the wxDC
40 an argument to all functions that do drawing. Minimise the use of
41 wxWindow::GetDC and definitely don't store wxDCs long-term
42 because in 2.0, you can't use GetDC() and wxDCs are not persistent.
43 You will use wxClientDC, wxPaintDC stack objects instead. Minimising
44 the use of GetDC() will ensure that there are very few places you
45 have to change drawing code for 2.0.
46 \item {\bf Don't set GDI objects} (wxPen, wxBrush etc.) in windows or wxCanvasDCs before they're
47 needed (e.g. in constructors) - do so within your drawing routine instead. In
48 2.0, these settings will only take effect between the construction and destruction
49 of temporary wxClient/PaintDC objects.
50 \item {\bf Don't rely} on arguments to wxDC functions being floating point - they will
51 be 32-bit integers in 2.0.
52 \item {\bf Don't use the wxCanvas member functions} that duplicate wxDC functions, such as SetPen and DrawLine, since
53 they are going.
54 \item {\bf Using member callbacks} called from global callback functions will make the transition
55 easier - see the FAQ
56 for some notes on using member functions for callbacks. wxWidgets 2.0 will banish global
57 callback functions (and OnMenuCommand), and nearly all event handling will be done by functions taking a single event argument.
58 So in future you will have code like:
59
60 {\small
61 \begin{verbatim}
62 void MyFrame::OnOK(wxCommandEvent& event)
63 {
64 ...
65 }
66 \end{verbatim}
67 }%
68
69 You may find that writing the extra code to call a member function isn't worth it at this stage,
70 but the option is there.
71 \item {\bf Use wxString wherever possible.} 2.0 replaces char * with wxString
72 in most cases, and if you use wxString to receive strings returned from
73 wxWidgets functions (except when you need to save the pointer if deallocation is required), there should
74 be no conversion problems later on.
75 \item Be aware that under Windows, {\bf font sizes will change} to match standard Windows
76 font sizes (for example, a 12-point font will appear bigger than before). Write your application
77 to be flexible where fonts are concerned.
78 Don't rely on fonts being similarly-sized across platforms, as they were (by chance) between
79 Windows and X under wxWidgets 1.66. Yes, this is not easy... but I think it is better to conform to the
80 standards of each platform, and currently the size difference makes it difficult to
81 conform to Windows UI standards. You may eventually wish to build in a global 'fudge-factor' to compensate
82 for size differences. The old font sizing will still be available via wx\_setup.h, so do not panic...
83 \item {\bf Consider dropping wxForm usage}:
84 wxPropertyFormView can be used in a wxForm-like way, except that you specify a pre-constructed panel
85 or dialog; or you can use a wxPropertyListView to show attributes in a scrolling list - you don't even need
86 to lay panel items out.
87
88 Because wxForm uses a number of features to be dropped in wxWidgets 2.0, it cannot be
89 supported in the future, at least in its present state.
90 \item {\bf When creating a wxListBox}, put the wxLB\_SINGLE, wxLB\_MULTIPLE, wxLB\_EXTENDED styles in the window style parameter, and put
91 zero in the {\it multiple} parameter. The {\it multiple} parameter will be removed in 2.0.
92 \item {\bf For MDI applications}, don't reply on MDI being run-time-switchable in the way that the
93 MDI sample is. In wxWidgets 2.0, MDI functionality is separated into distinct classes.
94 \end{itemize}
95
96 \section{The new event system}\label{portingeventsystem}
97
98 The way that events are handled has been radically changed in wxWidgets 2.0. Please
99 read the topic `Event handling overview' in the wxWidgets 2.0 manual for background
100 on this.
101
102 \subsection{Callbacks}
103
104 Instead of callbacks for panel items, menu command events, control commands and other events are directed to
105 the originating window, or an ancestor, or an event handler that has been plugged into the window
106 or its ancestor. Event handlers always have one argument, a derivative of wxEvent.
107
108 For menubar commands, the {\bf OnMenuCommand} member function will be replaced by a series of separate member functions,
109 each of which responds to a particular command. You need to add these (non-virtual) functions to your
110 frame class, add a DECLARE\_EVENT\_TABLE entry to the class, and then add an event table to
111 your implementation file, as a BEGIN\_EVENT\_TABLE and END\_EVENT\_TABLE block. The
112 individual event mapping macros will be of the form:
113
114 \begin{verbatim}
115 BEGIN_EVENT_TABLE(MyFrame, wxFrame)
116 EVT_MENU(MYAPP_NEW, MyFrame::OnNew)
117 EVT_MENU(wxID_EXIT, MyFrame::OnExit)
118 END_EVENT_TABLE()
119 \end{verbatim}
120
121 Control commands, such as button commands, can be routed to a derived button class,
122 the parent window, or even the frame. Here, you use a function of the form EVT\_BUTTON(id, func).
123 Similar macros exist for other control commands.
124
125 \subsection{Other events}
126
127 To intercept other events, you used to override virtual functions, such as OnSize. Now, while you can use
128 the OnSize name for such event handlers (or any other name of your choice), it has only a single argument
129 (wxSizeEvent) and must again be `mapped' using the EVT\_SIZE macro. The same goes for all other events,
130 including OnClose (although in fact you can still use the old, virtual form of OnClose for the time being).
131
132 \section{Class hierarchy}\label{portingclasshierarchy}
133
134 The class hierarchy has changed somewhat. wxToolBar and wxButtonBar
135 classes have been split into several classes, and are derived from wxControl (which was
136 called wxItem). wxPanel derives from wxWindow instead of from wxCanvas, which has
137 disappeared in favour of wxScrolledWindow (since all windows are now effectively canvases
138 which can be drawn into). The status bar has become a class in its own right, wxStatusBar.
139
140 There are new MDI classes so that wxFrame does not have to be overloaded with this
141 functionality.
142
143 There are new device context classes, with wxPanelDC and wxCanvasDC disappearing.
144 See \helpref{Device contexts and painting}{portingdc}.
145
146 \section{GDI objects}\label{portinggdiobjects}
147
148 These objects - instances of classes such as wxPen, wxBrush, wxBitmap (but not wxColour) -
149 are now implemented with reference-counting. This makes assignment a very cheap operation,
150 and also means that management of the resource is largely automatic. You now pass {\it references} to
151 objects to functions such as wxDC::SetPen, not pointers, so you will need to dereference your pointers.
152 The device context does not store a copy of the pen
153 itself, but takes a copy of it (via reference counting), and the object's data gets freed up
154 when the reference count goes to zero. The application does not have to worry so much about
155 who the object belongs to: it can pass the reference, then destroy the object without
156 leaving a dangling pointer inside the device context.
157
158 For the purposes of code migration, you can use the old style of object management - maintaining
159 pointers to GDI objects, and using the FindOrCreate... functions. However, it is preferable to
160 keep this explicit management to a minimum, instead creating objects on the fly as needed, on the stack,
161 unless this causes too much of an overhead in your application.
162
163 At a minimum, you will have to make sure that calls to SetPen, SetBrush etc. work. Also, where you pass NULL to these
164 functions, you will need to use an identifier such as wxNullPen or wxNullBrush.
165
166 \section{Dialogs and controls}\label{portingdialogscontrols}
167
168 \wxheading{Labels}
169
170 Most controls no longer have labels and values as they used to in 1.xx. Instead, labels
171 should be created separately using wxStaticText (the new name for wxMessage). This will
172 need some reworking of dialogs, unfortunately; programmatic dialog creation that doesn't
173 use constraints will be especially hard-hit. Perhaps take this opportunity to make more
174 use of dialog resources or constraints. Or consider using the wxPropertyListView class
175 which can do away with dialog layout issues altogether by presenting a list of editable
176 properties.
177
178 \wxheading{Constructors}
179
180 All window constructors have two main changes, apart from the label issue mentioned above.
181 Windows now have integer identifiers; and position and size are now passed as wxPoint and
182 wxSize objects. In addition, some windows have a wxValidator argument.
183
184 \wxheading{Show versus ShowModal}
185
186 If you have used or overridden the {\bf wxDialog::Show} function in the past, you may find
187 that modal dialogs no longer work as expected. This is because the function for modal showing
188 is now {\bf wxDialog:ShowModal}. This is part of a more fundamental change in which a
189 control may tell the dialog that it caused the dismissal of a dialog, by
190 calling {\bf wxDialog::EndModal} or {\bf wxWindow::SetReturnCode}. Using this
191 information, {\bf ShowModal} now returns the id of the control that caused dismissal,
192 giving greater feedback to the application than just true or false.
193
194 If you overrode or called {\bf wxDialog::Show}, use {\bf ShowModal} and test for a returned identifier,
195 commonly wxID\_OK or wxID\_CANCEL.
196
197 \wxheading{wxItem}
198
199 This is renamed wxControl.
200
201 \wxheading{wxText, wxMultiText and wxTextWindow}
202
203 These classes no longer exist and are replaced by the single class wxTextCtrl.
204 Multi-line text items are created using the wxTE\_MULTILINE style.
205
206 \wxheading{wxButton}
207
208 Bitmap buttons are now a separate class, instead of being part of wxBitmap.
209
210 \wxheading{wxMessage}
211
212 Bitmap messages are now a separate class, wxStaticBitmap, and wxMessage
213 is renamed wxStaticText.
214
215 \wxheading{wxGroupBox}
216
217 wxGroupBox is renamed wxStaticBox.
218
219 \wxheading{wxForm}
220
221 Note that wxForm is no longer supported in wxWidgets 2.0. Consider using the wxPropertyFormView class
222 instead, which takes standard dialogs and panels and associates controls with property objects.
223 You may also find that the new validation method, combined with dialog resources, is easier
224 and more flexible than using wxForm.
225
226 \section{Device contexts and painting}\label{portingdc}
227
228 In wxWidgets 2.0, device contexts are used for drawing into, as per 1.xx, but the way
229 they are accessed and constructed is a bit different.
230
231 You no longer use {\bf GetDC} to access device contexts for panels, dialogs and canvases.
232 Instead, you create a temporary device context, which means that any window or control can be drawn
233 into. The sort of device context you create depends on where your code is called from. If
234 painting within an {\bf OnPaint} handler, you create a wxPaintDC. If not within an {\bf OnPaint} handler,
235 you use a wxClientDC or wxWindowDC. You can still parameterise your drawing code so that it
236 doesn't have to worry about what sort of device context to create - it uses the DC it is passed
237 from other parts of the program.
238
239 You {\bf must } create a wxPaintDC if you define an OnPaint handler, even if you do not
240 actually use this device context, or painting will not work correctly under Windows.
241
242 If you used device context functions with wxPoint or wxIntPoint before, please note
243 that wxPoint now contains integer members, and there is a new class wxRealPoint. wxIntPoint
244 no longer exists.
245
246 wxMetaFile and wxMetaFileDC have been renamed to wxMetafile and wxMetafileDC.
247
248 \section{Miscellaneous}
249
250 \subsection{Strings}
251
252 wxString has replaced char* in the majority of cases. For passing strings into functions,
253 this should not normally require you to change your code if the syntax is otherwise the
254 same. This is because C++ will automatically convert a char* or const char* to a wxString by virtue
255 of appropriate wxString constructors.
256
257 However, when a wxString is returned from a function in wxWidgets 2.0 where a char* was
258 returned in wxWidgets 1.xx, your application will need to be changed. Usually you can
259 simplify your application's allocation and deallocation of memory for the returned string,
260 and simply assign the result to a wxString object. For example, replace this:
261
262 {\small
263 \begin{verbatim}
264 char* s = wxFunctionThatReturnsString();
265 s = copystring(s); // Take a copy in case it is temporary
266 .... // Do something with it
267 delete[] s;
268 \end{verbatim}
269 }
270
271 with this:
272
273 {\small
274 \begin{verbatim}
275 wxString s = wxFunctionThatReturnsString();
276 .... // Do something with it
277 \end{verbatim}
278 }
279
280 To indicate an empty return value or a problem, a function may return either the
281 empty string (``") or a null string. You can check for a null string with wxString::IsNull().
282
283 \subsection{Use of const}
284
285 The {\bf const} keyword is now used to denote constant functions that do not affect the
286 object, and for function arguments to denote that the object passed cannot be changed.
287
288 This should not affect your application except for where you are overriding virtual functions
289 which now have a different signature. If functions are not being called which were previously,
290 check whether there is a parameter mismatch (or function type mismatch) involving consts.
291
292 Try to use the {\bf const} keyword in your own code where possible.
293
294 \section{Backward compatibility}\label{portingcompat}
295
296 Some wxWidgets 1.xx functionality has been left to ease the transition to 2.0. This functionality
297 (usually) only works if you compile with WXWIN\_COMPATIBILITY set to 1 in setup.h.
298
299 Mostly this defines old names to be the new names (e.g. wxRectangle is defined to be wxRect).
300
301 \section{Quick reference}\label{portingquickreference}
302
303 This section allows you to quickly find features that
304 need to be converted.
305
306 \subsection{Include files}
307
308 Use the form:
309
310 \begin{verbatim}
311 #include <wx/wx.h>
312 #include <wx/button.h>
313 \end{verbatim}
314
315 For precompiled header support, use this form:
316
317 \begin{verbatim}
318 // For compilers that support precompilation, includes "wx.h".
319 #include <wx/wxprec.h>
320
321 #ifdef __BORLANDC__
322 #pragma hdrstop
323 #endif
324
325 // Any files you want to include if not precompiling by including
326 // the whole of <wx/wx.h>
327 #ifndef WX_PRECOMP
328 #include <stdio.h>
329 #include <wx/setup.h>
330 #include <wx/bitmap.h>
331 #include <wx/brush.h>
332 #endif
333
334 // Any files you want to include regardless of precompiled headers
335 #include <wx/toolbar.h>
336 \end{verbatim}
337
338 \subsection{IPC classes}
339
340 These are now separated out into wxDDEServer/Client/Connection (Windows only) and wxTCPServer/Client/Connection
341 (Windows and Unix). Take care to use wxString for your overridden function arguments, instead of char*, as per
342 the documentation.
343
344 \subsection{MDI style frames}
345
346 MDI is now implemented as a family of separate classes, so you can't switch to MDI just by
347 using a different frame style. Please see the documentation for the MDI frame classes, and the MDI
348 sample may be helpful too.
349
350 \subsection{OnActivate}
351
352 Replace the arguments with one wxActivateEvent\& argument, make sure the function isn't virtual,
353 and add an EVT\_ACTIVATE event table entry.
354
355 \subsection{OnChar}
356
357 This is now a non-virtual function, with the same wxKeyEvent\& argument as before.
358 Add an EVT\_CHAR macro to the event table
359 for your window, and the implementation of your function will need very few changes.
360
361 \subsection{OnClose}
362
363 The old virtual function OnClose is now obsolete.
364 Add an OnCloseWindow event handler using an EVT\_CLOSE event table entry. For details
365 about window destruction, see the Windows Deletion Overview in the manual. This is a subtle
366 topic so please read it very carefully. Basically, OnCloseWindow is now responsible for
367 destroying a window with Destroy(), but the default implementation (for example for wxDialog) may not
368 destroy the window, so to be sure, always provide this event handler so it is obvious what's going on.
369
370 \subsection{OnEvent}
371
372 This is now a non-virtual function, with the same wxMouseEvent\& argument as before. However
373 you may wish to rename it OnMouseEvent. Add an EVT\_MOUSE\_EVENTS macro to the event table
374 for your window, and the implementation of your function will need very few changes.
375 However, if you wish to intercept different events using different functions, you can
376 specify specific events in your event table, such as EVT\_LEFT\_DOWN.
377
378 Your OnEvent function is likely to have references to GetDC(), so make sure you create
379 a wxClientDC instead. See \helpref{Device contexts}{portingdc}.
380
381 If you are using a wxScrolledWindow (formerly wxCanvas), you should call
382 PrepareDC(dc) to set the correct translation for the current scroll position.
383
384 \subsection{OnMenuCommand}
385
386 You need to replace this virtual function with a series of non-virtual functions, one for
387 each case of your old switch statement. Each function takes a wxCommandEvent\& argument.
388 Create an event table for your frame
389 containing EVT\_MENU macros, and insert DECLARE\_EVENT\_TABLE() in your frame class, as
390 per the samples.
391
392 \subsection{OnPaint}
393
394 This is now a non-virtual function, with a wxPaintEvent\& argument.
395 Add an EVT\_PAINT macro to the event table
396 for your window.
397
398 Your function {\it must} create a wxPaintDC object, instead of using GetDC to
399 obtain the device context.
400
401 If you are using a wxScrolledWindow (formerly wxCanvas), you should call
402 PrepareDC(dc) to set the correct translation for the current scroll position.
403
404 \subsection{OnSize}
405
406 Replace the arguments with one wxSizeEvent\& argument, make it non-virtual, and add to your
407 event table using EVT\_SIZE.
408
409 \subsection{wxApp definition}
410
411 The definition of OnInit has changed. Return a bool value, not a wxFrame.
412
413 Also, do {\it not} declare a global application object. Instead, use the macros
414 DECLARE\_APP and IMPLEMENT\_APP as per the samples. Remove any occurrences of IMPLEMENT\_WXWIN\_MAIN:
415 this is subsumed in IMPLEMENT\_APP.
416
417 \subsection{wxButton}
418
419 For bitmap buttons, use wxBitmapButton.
420
421 \subsection{wxCanvas}
422
423 Change the name to wxScrolledWindow.
424
425 \subsection{wxDialogBox}
426
427 Change the name to wxDialog, and for modal dialogs, use ShowModal instead of Show.
428
429 \subsection{wxDialog::Show}
430
431 If you used {\bf Show} to show a modal dialog or to override the standard
432 modal dialog {\bf Show}, use {\bf ShowModal} instead.
433
434 \wxheading{See also}
435
436 \helpref{Dialogs and controls}{portingdialogscontrols}
437
438 \subsection{wxForm}
439
440 Sorry, this class is no longer available. Try using the wxPropertyListView or wxPropertyFormView class
441 instead, or use .wxr files and validators.
442
443 \subsection{wxPoint}
444
445 The old wxPoint is called wxRealPoint, and wxPoint now uses integers.
446
447 \subsection{wxRectangle}
448
449 This is now called wxRect.
450
451 \subsection{wxScrollBar}
452
453 The function names have changed for this class: please refer to the documentation for wxScrollBar. Instead
454 of setting properties individually, you will call SetScrollbar with several parameters.
455
456 \subsection{wxText, wxMultiText, wxTextWindow}
457
458 Change all these to wxTextCtrl. Add the window style wxTE\_MULTILINE if you
459 wish to have a multi-line text control.
460
461 \subsection{wxToolBar}
462
463 This name is an alias for the most popular form of toolbar for your platform. There is now a family
464 of toolbar classes, with for example wxToolBar95, wxToolBarMSW and wxToolBarSimple classes existing
465 under Windows 95.
466
467 Toolbar management is supported by frames, so calling wxFrame::CreateToolBar and adding tools is usually
468 enough, and the SDI or MDI frame will manage the positioning for you. The client area of the frame is the space
469 left over when the menu bar, toolbar and status bar have been taken into account.
470