+ // set/get the vendor display name: the display name is shown
+ // in titles/reports/dialogs to the user, while the vendor name
+ // is used in some areas such as wxConfig, wxStandardPaths, etc
+ const wxString& GetVendorDisplayName() const
+ {
+ return m_vendorDisplayName.empty() ? GetVendorName()
+ : m_vendorDisplayName;
+ }
+ void SetVendorDisplayName(const wxString& name)
+ {
+ m_vendorDisplayName = name;
+ }
+
+
+ // cmd line parsing stuff
+ // ----------------------
+
+ // all of these methods may be overridden in the derived class to
+ // customize the command line parsing (by default only a few standard
+ // options are handled)
+ //
+ // you also need to call wxApp::OnInit() from YourApp::OnInit() for all
+ // this to work
+
+#if wxUSE_CMDLINE_PARSER
+ // this one is called from OnInit() to add all supported options
+ // 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 (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
+ virtual bool OnCmdLineHelp(wxCmdLineParser& parser);
+
+ // called if incorrect command line options were given, return
+ // false to abort and true to continue
+ virtual bool OnCmdLineError(wxCmdLineParser& parser);
+#endif // wxUSE_CMDLINE_PARSER
+
+
+ // miscellaneous customization functions
+ // -------------------------------------
+
+ // create the app traits object to which we delegate for everything which
+ // 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 fa�de
+ wxAppTraits *GetTraits();
+
+
+ // event processing functions
+ // --------------------------
+
+ // this method allows to filter all the events processed by the program, so
+ // you should try to return quickly from it to avoid slowing down the
+ // program to the crawl
+ //
+ // return value should be -1 to continue with the normal event processing,
+ // or TRUE or FALSE to stop further processing and pretend that the event
+ // 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();
+
+ // 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 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
+ 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,
+ const wxChar *msg);
+#endif // __WXDEBUG__
+
+ // 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 char *optionsSignature,
+ const char *componentName);
+
+ // implementation only from now on
+ // -------------------------------
+
+ // helpers for dynamic wxApp construction
+ static void SetInitializerFunction(wxAppInitializerFunction fn)
+ { ms_appInitFn = fn; }
+ 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;
+
+ // this object is implicitly convertible to either "char**" (traditional
+ // type of argv parameter of main()) or to "wchar_t **" (for compatibility
+ // with Unicode build in previous wx versions and because the command line
+ // can, in pr
+#if wxUSE_UNICODE
+ wxCmdLineArgsArray argv;
+#else
+ char **argv;
+#endif
+
+protected:
+ // the function which creates the traits object when GetTraits() needs it
+ // for the first time
+ virtual wxAppTraits *CreateTraits();
+
+
+ // 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")
+ m_vendorDisplayName, // vendor display name (e.g. "ACME Inc")
+ m_appName, // app name ("myapp")
+ m_appDisplayName, // app display name ("My Application")
+ m_className; // class name
+
+ // the class defining the application behaviour, NULL initially and created
+ // 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(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
+// ----------------------------------------------------------------------------
+