+// ----------------------------------------------------------------------------
+// constants
+// ----------------------------------------------------------------------------
+
+static const int wxPRINT_WINDOWS = 1;
+static const int wxPRINT_POSTSCRIPT = 2;
+
+// ----------------------------------------------------------------------------
+// the common part of wxApp implementations for all platforms
+// ----------------------------------------------------------------------------
+
+class WXDLLEXPORT wxAppBase : public wxEvtHandler
+{
+public:
+ // the virtual functions which may/must be overridden in the derived class
+ // -----------------------------------------------------------------------
+
+ // called during the program initialization, returning FALSE from here
+ // prevents the program from continuing - it's a good place to create
+ // the top level program window and return TRUE.
+ //
+ // Override: always in GUI application, rarely in console ones.
+#if wxUSE_GUI
+ virtual bool OnInit() { return FALSE; };
+#else // !GUI
+ virtual bool OnInit() { return TRUE; };
+#endif // wxUSE_GUI
+
+#if wxUSE_GUI
+ // 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() { return TRUE; }
+#endif // wxUSE_GUI
+
+ // 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.
+#if wxUSE_GUI
+ virtual int OnRun() { return MainLoop(); };
+#else // !GUI
+ virtual int OnRun() = 0;
+#endif // wxUSE_GUI
+
+ // called after the main loop termination. This is a good place for
+ // cleaning up (it may be too late in dtor) and is also useful if you
+ // want to return some non-default exit code - this is just the return
+ // value of this method.
+ //
+ // Override: often.
+ virtual int OnExit() { return 0; }
+
+ // called when a fatal exception occurs, this function should take care
+ // not to do anything which might provoke a nested exception! It may be
+ // overridden if you wish to react somehow in non-default way (core
+ // dump under Unix, application crash under Windows) to fatal program
+ // errors, however extreme care should be taken if you don't want this
+ // function to crash.
+ //
+ // Override: rarely.
+ virtual void OnFatalException() { }
+
+ // the worker functions - usually not used directly by the user code
+ // -----------------------------------------------------------------
+
+#if wxUSE_GUI
+ // execute the main GUI loop, the function returns when the loop ends
+ virtual int MainLoop() = 0;
+
+ // 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;
+#endif // wxUSE_GUI
+
+ // application info: name, description, vendor
+ // -------------------------------------------
+
+ // NB: all these should be set by the application itself, there are no
+ // reasonable default except for the application name which is taken to
+ // be argv[0]
+
+ // set/get the application name
+ wxString GetAppName() const
+ {
+ if ( !m_appName )
+ return m_className;
+ else
+ return m_appName;
+ }
+ void SetAppName(const wxString& name) { m_appName = name; }
+
+ // set/get the app class name
+ wxString GetClassName() const { return m_className; }
+ void SetClassName(const wxString& name) { m_className = name; }
+
+ // set/get the vendor name
+ const wxString& GetVendorName() const { return m_vendorName; }
+ void SetVendorName(const wxString& name) { m_vendorName = name; }
+
+#if wxUSE_GUI
+ // top level window functions
+ // --------------------------
+
+ // set the "main" top level window
+ void SetTopWindow(wxWindow *win) { m_topWindow = win; }
+
+ // 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)
+ wxWindow *GetTopWindow() const
+ {
+ if (m_topWindow)
+ return m_topWindow;
+ else if (wxTopLevelWindows.GetCount() > 0)
+ return wxTopLevelWindows.GetFirst()->GetData();
+ else
+ return (wxWindow *)NULL;
+ }
+
+ // 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 disabel this (with
+ // SetExitOnFrameDelete(FALSE)), you'll have to call ExitMainLoop()
+ // explicitly from somewhere.
+ void SetExitOnFrameDelete(bool flag) { m_exitOnFrameDelete = flag; }
+ bool GetExitOnFrameDelete() const { return m_exitOnFrameDelete; }
+
+#endif // wxUSE_GUI
+
+ // miscellaneous customization functions
+ // -------------------------------------