+ // the class defining the application behaviour, NULL initially and created
+ // by GetTraits() when first needed
+ wxAppTraits *m_traits;
+
+
+ // the application object is a singleton anyhow, there is no sense in
+ // copying it
+ DECLARE_NO_COPY_CLASS(wxAppConsole)
+};
+
+// ----------------------------------------------------------------------------
+// wxAppBase: the common part of wxApp implementations for all platforms
+// ----------------------------------------------------------------------------
+
+#if wxUSE_GUI
+
+class WXDLLIMPEXP_CORE wxAppBase : public wxAppConsole
+{
+public:
+ wxAppBase();
+ virtual ~wxAppBase();
+
+ // the virtual functions which may/must be overridden in the derived class
+ // -----------------------------------------------------------------------
+
+ // very first initialization function
+ //
+ // Override: very rarely
+ virtual bool Initialize(int& argc, wxChar **argv);
+
+ // a platform-dependent version of OnInit(): the code here is likely to
+ // depend on the toolkit. default version does nothing.
+ //
+ // Override: rarely.
+ virtual bool OnInitGui();
+
+ // called to start program execution - the default version just enters
+ // the main GUI loop in which events are received and processed until
+ // the last window is not deleted (if GetExitOnFrameDelete) or
+ // ExitMainLoop() is called. In console mode programs, the execution
+ // of the program really starts here
+ //
+ // 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
+ virtual void CleanUp();
+
+
+ // the worker functions - usually not used directly by the user code
+ // -----------------------------------------------------------------
+
+ // return true if we're running main loop, i.e. if the events can
+ // (already) be dispatched
+ static bool IsMainLoopRunning()
+ {
+ wxAppBase *app = wx_static_cast(wxAppBase *, GetInstance());
+ return app && app->m_mainLoop != NULL;
+ }
+
+ // execute the main GUI loop, the function returns when the loop ends
+ virtual int MainLoop();
+
+ // 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();
+
+ // 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();
+
+ // process all currently pending events right now
+ //
+ // it is an error to call Yield() recursively unless the value of
+ // 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;
+
+ // 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();
+
+ // Send idle event to window and all subwindows
+ // Returns true if more idle time is requested.
+ virtual bool SendIdleEvents(wxWindow* win, wxIdleEvent& event);
+
+
+#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