// ----------------------------------------------------------------------------
#include "wx/event.h" // for the base class
-
-#if wxUSE_GUI
- #include "wx/window.h" // for wxTopLevelWindows
-#endif // wxUSE_GUI
-
#include "wx/build.h"
#include "wx/init.h" // we must declare wxEntry()
+#include "wx/intl.h" // for wxLayoutDirection
-class WXDLLEXPORT wxApp;
-class WXDLLEXPORT wxAppTraits;
-class WXDLLEXPORT wxCmdLineParser;
-class WXDLLEXPORT wxLog;
-class WXDLLEXPORT wxMessageOutput;
+class WXDLLIMPEXP_BASE wxAppConsole;
+class WXDLLIMPEXP_BASE wxAppTraits;
+class WXDLLIMPEXP_BASE wxCmdLineParser;
+class WXDLLIMPEXP_BASE wxEventLoopBase;
+class WXDLLIMPEXP_BASE wxLog;
+class WXDLLIMPEXP_BASE wxMessageOutput;
+
+#if wxUSE_GUI
+ struct WXDLLIMPEXP_CORE wxVideoMode;
+#endif
// ----------------------------------------------------------------------------
// typedefs
// ----------------------------------------------------------------------------
// the type of the function used to create a wxApp object on program start up
-typedef wxApp* (*wxAppInitializerFunction)();
+typedef wxAppConsole* (*wxAppInitializerFunction)();
// ----------------------------------------------------------------------------
// constants
};
// ----------------------------------------------------------------------------
-// support for framebuffer ports
-// ----------------------------------------------------------------------------
-
-#if wxUSE_GUI
-// VS: Fullscreen/framebuffer application needs to choose display mode prior
-// to wxWindows initialization. This class holds information about display
-// mode. It is used by wxApp::Set/GetDisplayMode.
-class WXDLLEXPORT wxDisplayModeInfo
-{
-public:
- wxDisplayModeInfo() : m_ok(FALSE) {}
- wxDisplayModeInfo(unsigned width, unsigned height, unsigned depth)
- : m_width(width), m_height(height), m_depth(depth), m_ok(TRUE) {}
-
- unsigned GetWidth() const { return m_width; }
- unsigned GetHeight() const { return m_height; }
- unsigned GetDepth() const { return m_depth; }
- bool IsOk() const { return m_ok; }
-
-private:
- unsigned m_width, m_height, m_depth;
- bool m_ok;
-};
-#endif // wxUSE_GUI
-
-// ----------------------------------------------------------------------------
-// wxAppConsole: wxApp for non-GUI applications
+// wxAppConsoleBase: wxApp for non-GUI applications
// ----------------------------------------------------------------------------
-class WXDLLEXPORT wxAppConsole : public wxEvtHandler
+class WXDLLIMPEXP_BASE wxAppConsoleBase : public wxEvtHandler
{
public:
// ctor and dtor
- wxAppConsole();
- virtual ~wxAppConsole();
+ wxAppConsoleBase();
+ virtual ~wxAppConsoleBase();
// the virtual functions which may/must be overridden in the derived class
// class version!
virtual bool Initialize(int& argc, wxChar **argv);
+ // This gives wxCocoa a chance to call OnInit() with a memory pool in place
+ virtual bool CallOnInit() { return OnInit(); }
+
// Called before OnRun(), this is a good place to do initialization -- if
// anything fails, return false from here to prevent the program from
// continuing. The command line is normally parsed here, call the base
// class OnInit() to do it.
virtual bool OnInit();
- // this is here only temproary hopefully (FIXME)
+ // this is here only temporary hopefully (FIXME)
virtual bool OnInitGui() { return true; }
// This is the replacement for the normal main(): all program work should
// be done here. When OnRun() returns, the programs starts shutting down.
- virtual int OnRun() = 0;
+ virtual int OnRun();
// This is only called if OnInit() returned true so it's a good place to do
// any cleanup matching the initializations done there.
#if wxUSE_CMDLINE_PARSER
// this one is called from OnInit() to add all supported options
- // to the given parser
+ // to the given parser (don't forget to call the base class version if you
+ // override it!)
virtual void OnInitCmdLine(wxCmdLineParser& parser);
- // called after successfully parsing the command line, return TRUE
- // to continue and FALSE to exit
+ // called after successfully parsing the command line, return true
+ // to continue and false to exit (don't forget to call the base class
+ // version if you override it!)
virtual bool OnCmdLineParsed(wxCmdLineParser& parser);
- // called if "--help" option was specified, return TRUE to continue
- // and FALSE to exit
+ // called if "--help" option was specified, return true to continue
+ // and false to exit
virtual bool OnCmdLineHelp(wxCmdLineParser& parser);
// called if incorrect command line options were given, return
- // FALSE to abort and TRUE to continue
+ // false to abort and true to continue
virtual bool OnCmdLineError(wxCmdLineParser& parser);
#endif // wxUSE_CMDLINE_PARSER
// either should be configurable by the user (then he can change the
// default behaviour simply by overriding CreateTraits() and returning his
// own traits object) or which is GUI/console dependent as then wxAppTraits
- // allows us to abstract the differences behind the common façade
+ // allows us to abstract the differences behind the common fa�de
wxAppTraits *GetTraits();
- // the functions below shouldn't be used now that we have wxAppTraits
-#if WXWIN_COMPATIBILITY_2_4
-
-#if wxUSE_LOG
- // override this function to create default log target of arbitrary
- // user-defined class (default implementation creates a wxLogGui
- // object) -- this log object is used by default by all wxLogXXX()
- // functions.
- virtual wxLog *CreateLogTarget();
-#endif // wxUSE_LOG
-
- // similar to CreateLogTarget() but for the global wxMessageOutput
- // object
- virtual wxMessageOutput *CreateMessageOutput();
-
-#endif // WXWIN_COMPATIBILITY_2_4
-
// event processing functions
// --------------------------
// had been already processed or won't be processed at all, respectively
virtual int FilterEvent(wxEvent& event);
+#if wxUSE_EXCEPTIONS
+ // call the specified handler on the given object with the given event
+ //
+ // this method only exists to allow catching the exceptions thrown by any
+ // event handler, it would lead to an extra (useless) virtual function call
+ // if the exceptions were not used, so it doesn't even exist in that case
+ virtual void HandleEvent(wxEvtHandler *handler,
+ wxEventFunction func,
+ wxEvent& event) const;
+
+ // Called when an unhandled C++ exception occurs inside OnRun(): note that
+ // the main event loop has already terminated by now and the program will
+ // exit, if you need to really handle the exceptions you need to override
+ // OnExceptionInMainLoop()
+ virtual void OnUnhandledException();
+#endif // wxUSE_EXCEPTIONS
+
+ // event processing functions
+ // --------------------------
+
+ // return true if we're running event loop, i.e. if the events can
+ // (already) be dispatched
+ static bool IsMainLoopRunning();
+
// process all events in the wxPendingEvents list -- it is necessary to
// call this function to process posted events. This happens during each
// event loop iteration in GUI mode but if there is no main loop, it may be
// also called directly.
virtual void ProcessPendingEvents();
+ // check if there are pending events on global pending event list
+ bool HasPendingEvents() const;
+
// doesn't do anything in this class, just a hook for GUI wxApp
virtual bool Yield(bool WXUNUSED(onlyIfNeeded) = false) { return true; }
// make sure that idle events are sent again
- virtual void WakeUpIdle() { }
+ virtual void WakeUpIdle();
+
+ // execute the main GUI loop, the function returns when the loop ends
+ virtual int MainLoop();
+
+ // exit the main GUI loop during the next iteration (i.e. it does not
+ // stop the program immediately!)
+ virtual void ExitMainLoop();
+
+ // returns true if there are unprocessed events in the event queue
+ virtual bool Pending();
+ // process the first event in the event queue (blocks until an event
+ // appears if there are none currently, use Pending() if this is not
+ // wanted), returns false if the event loop should stop and true
+ // otherwise
+ virtual bool Dispatch();
+
+ // this virtual function is called when the application
+ // becomes idle and normally just sends wxIdleEvent to all interested
+ // parties
+ //
+ // it should return true if more idle events are needed, false if not
+ virtual bool ProcessIdle();
+
+#if wxUSE_EXCEPTIONS
+ // Function called if an uncaught exception is caught inside the main
+ // event loop: it may return true to continue running the event loop or
+ // false to stop it (in the latter case it may rethrow the exception as
+ // well)
+ virtual bool OnExceptionInMainLoop();
+#endif // wxUSE_EXCEPTIONS
// debugging support
// -----------------
+#ifdef __WXDEBUG__
// this function is called when an assert failure occurs, the base class
// version does the normal processing (i.e. shows the usual assert failure
// dialog box)
//
- // the arguments are the place where the assert occured, the text of the
+ // the arguments are the location of the failed assert (func may be empty
+ // if the compiler doesn't support C99 __FUNCTION__), the text of the
// assert itself and the user-specified message
-#ifdef __WXDEBUG__
+ virtual void OnAssertFailure(const wxChar *file,
+ int line,
+ const wxChar *func,
+ const wxChar *cond,
+ const wxChar *msg);
+
+ // old version of the function without func parameter, for compatibility
+ // only, override OnAssertFailure() in the new code
virtual void OnAssert(const wxChar *file,
int line,
const wxChar *cond,
// check that the wxBuildOptions object (constructed in the application
// itself, usually the one from IMPLEMENT_APP() macro) matches the build
// options of the library and abort if it doesn't
- static bool CheckBuildOptions(const wxBuildOptions& buildOptions);
-
+ static bool CheckBuildOptions(const char *optionsSignature,
+ const char *componentName);
// implementation only from now on
// -------------------------------
static wxAppInitializerFunction GetInitializerFunction()
{ return ms_appInitFn; }
+ // accessors for ms_appInstance field (external code might wish to modify
+ // it, this is why we provide a setter here as well, but you should really
+ // know what you're doing if you call it), wxTheApp is usually used instead
+ // of GetInstance()
+ static wxAppConsole *GetInstance() { return ms_appInstance; }
+ static void SetInstance(wxAppConsole *app) { ms_appInstance = app; }
+
// command line arguments (public for backwards compatibility)
int argc;
// function used for dynamic wxApp creation
static wxAppInitializerFunction ms_appInitFn;
+ // the one and only global application object
+ static wxAppConsole *ms_appInstance;
+
+ // create main loop from AppTraits or return NULL if
+ // there is no main loop implementation
+ wxEventLoopBase *CreateMainLoop();
+
// application info (must be set from the user code)
wxString m_vendorName, // vendor name (ACME Inc)
m_appName, // app name
// by GetTraits() when first needed
wxAppTraits *m_traits;
+ // the main event loop of the application (may be NULL if the loop hasn't
+ // been started yet or has already terminated)
+ wxEventLoopBase *m_mainLoop;
// the application object is a singleton anyhow, there is no sense in
// copying it
- DECLARE_NO_COPY_CLASS(wxAppConsole)
+ DECLARE_NO_COPY_CLASS(wxAppConsoleBase)
};
+#if defined(__UNIX__)
+ #include "wx/unix/app.h"
+#else
+ // this has to be a class and not a typedef as we forward declare it
+ class wxAppConsole : public wxAppConsoleBase { };
+#endif
+
// ----------------------------------------------------------------------------
// wxAppBase: the common part of wxApp implementations for all platforms
// ----------------------------------------------------------------------------
#if wxUSE_GUI
-class WXDLLEXPORT wxAppBase : public wxAppConsole
+class WXDLLIMPEXP_CORE wxAppBase : public wxAppConsole
{
public:
wxAppBase();
// Override: rarely in GUI applications, always in console ones.
virtual int OnRun();
+ // a matching function for OnInit()
+ virtual int OnExit();
+
// very last clean up function
//
// Override: very rarely
// the worker functions - usually not used directly by the user code
// -----------------------------------------------------------------
- // execute the main GUI loop, the function returns when the loop ends
- virtual int MainLoop() = 0;
-
- // exit the main loop thus terminating the application
- virtual void Exit();
-
- // exit the main GUI loop during the next iteration (i.e. it does not
- // stop the program immediately!)
- virtual void ExitMainLoop() = 0;
-
- // returns TRUE if the program is initialized
- virtual bool Initialized() = 0;
-
- // returns TRUE if there are unprocessed events in the event queue
- virtual bool Pending() = 0;
- // process the first event in the event queue (blocks until an event
- // apperas if there are none currently)
- virtual void Dispatch() = 0;
// process all currently pending events right now
//
// it is an error to call Yield() recursively unless the value of
- // onlyIfNeeded is TRUE
+ // onlyIfNeeded is true
//
// WARNING: this function is dangerous as it can lead to unexpected
// reentrancies (i.e. when called from an event handler it
// may result in calling the same event handler again), use
// with _extreme_ care or, better, don't use at all!
- virtual bool Yield(bool onlyIfNeeded = FALSE) = 0;
+ virtual bool Yield(bool onlyIfNeeded = false) = 0;
// this virtual function is called in the GUI mode when the application
// becomes idle and normally just sends wxIdleEvent to all interested
// parties
//
- // it should return TRUE if more idle events are needed, FALSE if not
- virtual bool ProcessIdle() = 0;
+ // it should return true if more idle events are needed, false if not
+ virtual bool ProcessIdle();
+
+ // Send idle event to window and all subwindows
+ // Returns true if more idle time is requested.
+ virtual bool SendIdleEvents(wxWindow* win, wxIdleEvent& event);
// top level window functions
// --------------------------
- // return TRUE if our app has focus
+ // return true if our app has focus
virtual bool IsActive() const { return m_isActive; }
// set the "main" top level window
// return the "main" top level window (if it hadn't been set previously
// with SetTopWindow(), will return just some top level window and, if
// there are none, will return NULL)
- virtual wxWindow *GetTopWindow() const
- {
- if (m_topWindow)
- return m_topWindow;
- else if (wxTopLevelWindows.GetCount() > 0)
- return wxTopLevelWindows.GetFirst()->GetData();
- else
- return (wxWindow *)NULL;
- }
+ virtual wxWindow *GetTopWindow() const;
// control the exit behaviour: by default, the program will exit the
// main loop (and so, usually, terminate) when the last top-level
// program window is deleted. Beware that if you disable this behaviour
- // (with SetExitOnFrameDelete(FALSE)), you'll have to call
+ // (with SetExitOnFrameDelete(false)), you'll have to call
// ExitMainLoop() explicitly from somewhere.
void SetExitOnFrameDelete(bool flag)
{ m_exitOnFrameDelete = flag ? Yes : No; }
// ------------------------------------------------------------------------
// Get display mode that is used use. This is only used in framebuffer
- // wxWin ports (such as wxMGL).
- virtual wxDisplayModeInfo GetDisplayMode() const { return wxDisplayModeInfo(); }
+ // wxWin ports (such as wxMGL or wxDFB).
+ virtual wxVideoMode GetDisplayMode() const;
// Set display mode to use. This is only used in framebuffer wxWin
- // ports (such as wxMGL). This method should be called from
+ // ports (such as wxMGL or wxDFB). This method should be called from
// wxApp::OnInitGui
- virtual bool SetDisplayMode(const wxDisplayModeInfo& WXUNUSED(info)) { return TRUE; }
+ virtual bool SetDisplayMode(const wxVideoMode& WXUNUSED(info)) { return true; }
// set use of best visual flag (see below)
- void SetUseBestVisual( bool flag ) { m_useBestVisual = flag; }
+ void SetUseBestVisual( bool flag, bool forceTrueColour = false )
+ { m_useBestVisual = flag; m_forceTrueColour = forceTrueColour; }
bool GetUseBestVisual() const { return m_useBestVisual; }
// set/get printing mode: see wxPRINT_XXX constants.
virtual void SetPrintMode(int WXUNUSED(mode)) { }
int GetPrintMode() const { return wxPRINT_POSTSCRIPT; }
+ // Return the layout direction for the current locale or wxLayout_Default
+ // if it's unknown
+ virtual wxLayoutDirection GetLayoutDirection() const;
+
+
+ // command line parsing (GUI-specific)
+ // ------------------------------------------------------------------------
+
+#if wxUSE_CMDLINE_PARSER
+ virtual bool OnCmdLineParsed(wxCmdLineParser& parser);
+ virtual void OnInitCmdLine(wxCmdLineParser& parser);
+#endif
// miscellaneous other stuff
// ------------------------------------------------------------------------
// deactivated
virtual void SetActive(bool isActive, wxWindow *lastFocus);
+#if WXWIN_COMPATIBILITY_2_6
+ // OBSOLETE: don't use, always returns true
+ //
+ // returns true if the program is successfully initialized
+ wxDEPRECATED( bool Initialized() );
+#endif // WXWIN_COMPATIBILITY_2_6
protected:
// delete all objects in wxPendingDelete list
Yes
} m_exitOnFrameDelete;
- // TRUE if the apps whats to use the best visual on systems where
+ // true if the app wants to use the best visual on systems where
// more than one are available (Sun, SGI, XFree86 4.0 ?)
bool m_useBestVisual;
+ // force TrueColour just in case "best" isn't TrueColour
+ bool m_forceTrueColour;
- // does any of our windows has focus?
+ // does any of our windows have focus?
bool m_isActive;
DECLARE_NO_COPY_CLASS(wxAppBase)
};
-#endif // wxUSE_GUI
+#if WXWIN_COMPATIBILITY_2_6
+ inline bool wxAppBase::Initialized() { return true; }
+#endif // WXWIN_COMPATIBILITY_2_6
// ----------------------------------------------------------------------------
// now include the declaration of the real class
// ----------------------------------------------------------------------------
-#if wxUSE_GUI
- #if defined(__WXMSW__)
- #include "wx/msw/app.h"
- #elif defined(__WXMOTIF__)
- #include "wx/motif/app.h"
- #elif defined(__WXMGL__)
- #include "wx/mgl/app.h"
- #elif defined(__WXGTK__)
- #include "wx/gtk/app.h"
- #elif defined(__WXX11__)
- #include "wx/x11/app.h"
- #elif defined(__WXMAC__)
- #include "wx/mac/app.h"
- #elif defined(__WXCOCOA__)
- #include "wx/cocoa/app.h"
- #elif defined(__WXPM__)
- #include "wx/os2/app.h"
- #endif
+#if defined(__WXPALMOS__)
+ #include "wx/palmos/app.h"
+#elif defined(__WXMSW__)
+ #include "wx/msw/app.h"
+#elif defined(__WXMOTIF__)
+ #include "wx/motif/app.h"
+#elif defined(__WXMGL__)
+ #include "wx/mgl/app.h"
+#elif defined(__WXDFB__)
+ #include "wx/dfb/app.h"
+#elif defined(__WXGTK20__)
+ #include "wx/gtk/app.h"
+#elif defined(__WXGTK__)
+ #include "wx/gtk1/app.h"
+#elif defined(__WXX11__)
+ #include "wx/x11/app.h"
+#elif defined(__WXMAC__)
+ #include "wx/mac/app.h"
+#elif defined(__WXCOCOA__)
+ #include "wx/cocoa/app.h"
+#elif defined(__WXPM__)
+ #include "wx/os2/app.h"
+#endif
+
#else // !GUI
- // can't use typedef because wxApp forward declared as a class
- class WXDLLEXPORT wxApp : public wxAppConsole
- {
- };
+
+// wxApp is defined in core and we cannot define another one in wxBase,
+// so use the preprocessor to allow using wxApp in console programs too
+#define wxApp wxAppConsole
+
#endif // GUI/!GUI
// ----------------------------------------------------------------------------
// the global data
// ----------------------------------------------------------------------------
-// the one and only application object - use of wxTheApp in application code
-// is discouraged, consider using DECLARE_APP() after which you may call
-// wxGetApp() which will return the object of the correct type (i.e. MyApp and
-// not wxApp)
-WXDLLEXPORT_DATA(extern wxApp*) wxTheApp;
+// for compatibility, we define this macro to access the global application
+// object of type wxApp
+//
+// note that instead of using of wxTheApp in application code you should
+// consider using DECLARE_APP() after which you may call wxGetApp() which will
+// return the object of the correct type (i.e. MyApp and not wxApp)
+//
+// the cast is safe as in GUI build we only use wxApp, not wxAppConsole, and in
+// console mode it does nothing at all
+#define wxTheApp wx_static_cast(wxApp*, wxApp::GetInstance())
// ----------------------------------------------------------------------------
// global functions
// ------------------------------------------------------
// Force an exit from main loop
-extern void WXDLLEXPORT wxExit();
+extern void WXDLLIMPEXP_BASE wxExit();
// Yield to other apps/messages
-extern bool WXDLLEXPORT wxYield();
+extern bool WXDLLIMPEXP_BASE wxYield();
// Yield to other apps/messages
-extern void WXDLLEXPORT wxWakeUpIdle();
+extern void WXDLLIMPEXP_BASE wxWakeUpIdle();
// ----------------------------------------------------------------------------
// macros for dynamic creation of the application object
// creator function. wxApp can then call this function to create a new app
// object. Convoluted, but necessary.
-class WXDLLEXPORT wxAppInitializer
+class WXDLLIMPEXP_BASE wxAppInitializer
{
public:
wxAppInitializer(wxAppInitializerFunction fn)
{ wxApp::SetInitializerFunction(fn); }
};
-// Here's a macro you can use if your compiler really, really wants main() to
-// be in your main program (e.g. hello.cpp). Now IMPLEMENT_APP should add this
-// code if required.
+// the code below defines a IMPLEMENT_WXWIN_MAIN macro which you can use if
+// your compiler really, really wants main() to be in your main program (e.g.
+// hello.cpp). Now IMPLEMENT_APP should add this code if required.
-#if !wxUSE_GUI || !defined(__WXMSW__)
- #define IMPLEMENT_WXWIN_MAIN \
+#define IMPLEMENT_WXWIN_MAIN_CONSOLE \
int main(int argc, char **argv) { return wxEntry(argc, argv); }
-#elif defined(__WXMSW__) && defined(WXUSINGDLL)
- // we need HINSTANCE declaration to define WinMain()
- #include <windows.h>
- #include "wx/msw/winundef.h"
-
- #define IMPLEMENT_WXWIN_MAIN \
- extern int wxEntry(HINSTANCE hInstance, \
- HINSTANCE hPrevInstance = NULL, \
- char *pCmdLine = NULL, \
- int nCmdShow = SW_NORMAL); \
- extern "C" int WINAPI WinMain(HINSTANCE hInstance, \
- HINSTANCE hPrevInstance, \
- char *lpCmdLine, \
- int nCmdShow) \
- { \
- return wxEntry(hInstance, hPrevInstance, lpCmdLine, nCmdShow); \
- }
-#else
- #define IMPLEMENT_WXWIN_MAIN
-#endif
+
+// port-specific header could have defined it already in some special way
+#ifndef IMPLEMENT_WXWIN_MAIN
+ #define IMPLEMENT_WXWIN_MAIN IMPLEMENT_WXWIN_MAIN_CONSOLE
+#endif // defined(IMPLEMENT_WXWIN_MAIN)
#ifdef __WXUNIVERSAL__
#include "wx/univ/theme.h"
- #define IMPLEMENT_WX_THEME_SUPPORT \
- WX_USE_THEME(win32); \
- WX_USE_THEME(gtk);
+ #ifdef wxUNIV_DEFAULT_THEME
+ #define IMPLEMENT_WX_THEME_SUPPORT \
+ WX_USE_THEME(wxUNIV_DEFAULT_THEME);
+ #else
+ #define IMPLEMENT_WX_THEME_SUPPORT
+ #endif
#else
#define IMPLEMENT_WX_THEME_SUPPORT
#endif
// Use this macro if you want to define your own main() or WinMain() function
// and call wxEntry() from there.
#define IMPLEMENT_APP_NO_MAIN(appname) \
- wxApp *wxCreateApp() \
+ wxAppConsole *wxCreateApp() \
{ \
- wxApp::CheckBuildOptions(wxBuildOptions()); \
+ wxAppConsole::CheckBuildOptions(WX_BUILD_OPTIONS_SIGNATURE, \
+ "your program"); \
return new appname; \
} \
wxAppInitializer \
wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \
- appname& wxGetApp() { return *(appname *)wxTheApp; }
+ DECLARE_APP(appname) \
+ appname& wxGetApp() { return *wx_static_cast(appname*, wxApp::GetInstance()); }
// Same as IMPLEMENT_APP() normally but doesn't include themes support in
// wxUniversal builds
IMPLEMENT_APP_NO_THEMES(appname) \
IMPLEMENT_WX_THEME_SUPPORT
+// Same as IMPLEMENT_APP(), but for console applications.
+#define IMPLEMENT_APP_CONSOLE(appname) \
+ IMPLEMENT_APP_NO_MAIN(appname) \
+ IMPLEMENT_WXWIN_MAIN_CONSOLE
+
// this macro can be used multiple times and just allows you to use wxGetApp()
// function
#define DECLARE_APP(appname) extern appname& wxGetApp();
-#endif // _WX_APP_H_BASE_
+// declare the stuff defined by IMPLEMENT_APP() macro, it's not really needed
+// anywhere else but at the very least it suppresses icc warnings about
+// defining extern symbols without prior declaration, and it shouldn't do any
+// harm
+extern wxAppConsole *wxCreateApp();
+extern wxAppInitializer wxTheAppInitializer;
+
+#endif // _WX_APP_H_BASE_