#include "wx/event.h" // for the base class
#include "wx/build.h"
+#include "wx/cmdargs.h" // for wxCmdLineArgsArray used by wxApp::argv
#include "wx/init.h" // we must declare wxEntry()
#include "wx/intl.h" // for wxLayoutDirection
-class WXDLLIMPEXP_BASE wxAppConsole;
-class WXDLLIMPEXP_BASE wxAppTraits;
-class WXDLLIMPEXP_BASE wxCmdLineParser;
-class WXDLLIMPEXP_BASE wxEventLoopBase;
-class WXDLLIMPEXP_BASE wxLog;
-class WXDLLIMPEXP_BASE wxMessageOutput;
+class WXDLLIMPEXP_FWD_BASE wxAppConsole;
+class WXDLLIMPEXP_FWD_BASE wxAppTraits;
+class WXDLLIMPEXP_FWD_BASE wxCmdLineParser;
+class WXDLLIMPEXP_FWD_BASE wxEventLoopBase;
+class WXDLLIMPEXP_FWD_BASE wxLog;
+class WXDLLIMPEXP_FWD_BASE wxMessageOutput;
#if wxUSE_GUI
- struct WXDLLIMPEXP_CORE wxVideoMode;
+ struct WXDLLIMPEXP_FWD_CORE wxVideoMode;
+ class WXDLLIMPEXP_FWD_CORE wxWindow;
#endif
// ----------------------------------------------------------------------------
// class OnInit() to do it.
virtual bool OnInit();
- // 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();
+ // This is called by wxEventLoopBase::SetActive(): you should put the code
+ // which needs an active event loop here.
+ // Note that this function is called whenever an event loop is activated;
+ // you may want to use wxEventLoopBase::IsMain() to perform initialization
+ // specific for the app's main event loop.
+ virtual void OnEventLoopEnter(wxEventLoopBase* WXUNUSED(loop)) {}
+
// This is only called if OnInit() returned true so it's a good place to do
// any cleanup matching the initializations done there.
virtual int OnExit();
+ // This is called by wxEventLoopBase::OnExit() for each event loop which
+ // is exited.
+ virtual void OnEventLoopExit(wxEventLoopBase* WXUNUSED(loop)) {}
+
// This is the very last function called on wxApp object before it is
// destroyed. If you override it (instead of overriding OnExit() as usual)
// do not forget to call the base class version!
}
void SetAppName(const wxString& name) { m_appName = name; }
+ // set/get the application display name: the display name is the name
+ // shown to the user in titles, reports, etc while the app name is
+ // used for paths, config, and other places the user doesn't see
+ //
+ // so the app name could be myapp while display name could be "My App"
+ wxString GetAppDisplayName() const
+ {
+ return m_appDisplayName.empty() ? GetAppName().Capitalize()
+ : m_appDisplayName;
+ }
+
+ void SetAppDisplayName(const wxString& name) { m_appDisplayName = name; }
+
// set/get the app class name
wxString GetClassName() const { return m_className; }
void SetClassName(const wxString& name) { m_className = name; }
const wxString& GetVendorName() const { return m_vendorName; }
void SetVendorName(const wxString& name) { m_vendorName = name; }
+ // 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
// ----------------------
// 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
+ // allows us to abstract the differences behind the common facade
wxAppTraits *GetTraits();
+ // this function provides safer access to traits object than
+ // wxTheApp->GetTraits() during startup or termination when the global
+ // application object itself may be unavailable
+ //
+ // of course, it still returns NULL in this case and the caller must check
+ // for it
+ static wxAppTraits *GetTraitsIfExists();
+
+ // returns the main event loop instance, i.e. the event loop which is started
+ // by OnRun() and which dispatches all events sent from the native toolkit
+ // to the application (except when new event loops are temporarily set-up).
+ // The returned value maybe NULL. Put initialization code which needs a
+ // non-NULL main event loop into OnEventLoopEnter().
+ wxEventLoopBase* GetMainLoop() const
+ { return m_mainLoop; }
+
// event processing functions
// --------------------------
// had been already processed or won't be processed at all, respectively
virtual int FilterEvent(wxEvent& event);
+ // return true if we're running event loop, i.e. if the events can
+ // (already) be dispatched
+ static bool IsMainLoopRunning();
+
#if wxUSE_EXCEPTIONS
+ // execute the functor to handle the given event
+ //
+ // this is a generalization of HandleEvent() below and the base class
+ // implementation of CallEventHandler() still calls HandleEvent() for
+ // compatibility for functors which are just wxEventFunctions (i.e. methods
+ // of wxEvtHandler)
+ virtual void CallEventHandler(wxEvtHandler *handler,
+ wxEventFunctor& functor,
+ wxEvent& event) const;
+
// call the specified handler on the given object with the given event
//
// this method only exists to allow catching the exceptions thrown by any
wxEvent& event) const;
// Called when an unhandled C++ exception occurs inside OnRun(): note that
- // the exception type is lost by now, so if you really want to handle the
- // exception you should override OnRun() and put a try/catch around
- // MainLoop() call there or use OnExceptionInMainLoop()
- virtual void OnUnhandledException() { }
+ // 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();
+
+ // 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
- // event processing functions
- // --------------------------
- // return true if we're running event loop, i.e. if the events can
- // (already) be dispatched
- static bool IsMainLoopRunning();
+ // pending events
+ // --------------
+
+ // IMPORTANT: all these methods conceptually belong to wxEventLoopBase
+ // but for many reasons we need to allow queuing of events
+ // even when there's no event loop (e.g. in wxApp::OnInit);
+ // this feature is used e.g. to queue events on secondary threads
+ // or in wxPython to use wx.CallAfter before the GUI is initialized
- // process all events in the wxPendingEvents list -- it is necessary to
- // call this function to process posted events. This happens during each
+ // process all events in the m_handlersWithPendingEvents 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; }
+ // temporary suspends processing of the pending events
+ void SuspendProcessingOfPendingEvents();
- // make sure that idle events are sent again
- virtual void WakeUpIdle();
+ // resume processing of the pending events previously stopped because of a
+ // call to SuspendProcessingOfPendingEvents()
+ void ResumeProcessingOfPendingEvents();
- // execute the main GUI loop, the function returns when the loop ends
- virtual int MainLoop();
+ // called by ~wxEvtHandler to (eventually) remove the handler from the list of
+ // the handlers with pending events
+ void RemovePendingEventHandler(wxEvtHandler* toRemove);
- // exit the main GUI loop during the next iteration (i.e. it does not
- // stop the program immediately!)
- virtual void ExitMainLoop();
+ // adds an event handler to the list of the handlers with pending events
+ void AppendPendingEventHandler(wxEvtHandler* toAppend);
- // returns true if there are unprocessed events in the event queue
- virtual bool Pending();
+ // moves the event handler from the list of the handlers with pending events
+ //to the list of the handlers with _delayed_ pending events
+ void DelayPendingEventHandler(wxEvtHandler* toDelay);
+
+ // deletes the current pending events
+ void DeletePendingEvents();
- // 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
+
+ // wxEventLoop redirections
+ // ------------------------
+
+ virtual bool Pending();
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 int MainLoop();
+ virtual void ExitMainLoop();
+
+ bool Yield(bool onlyIfNeeded = false);
+
+ virtual void WakeUpIdle();
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)
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
// command line arguments (public for backwards compatibility)
- int argc;
- wxChar **argv;
+ 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;
wxEventLoopBase *CreateMainLoop();
// application info (must be set from the user code)
- wxString m_vendorName, // vendor name (ACME Inc)
- m_appName, // app name
- m_className; // class name
+ 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
// been started yet or has already terminated)
wxEventLoopBase *m_mainLoop;
+
+ // pending events management vars:
+
+ // the array of the handlers with pending events which needs to be processed
+ // inside ProcessPendingEvents()
+ wxEvtHandlerArray m_handlersWithPendingEvents;
+
+ // helper array used by ProcessPendingEvents() to store the event handlers
+ // which have pending events but of these events none can be processed right now
+ // (because of a call to wxEventLoop::YieldFor() which asked to selectively process
+ // pending events)
+ wxEvtHandlerArray m_handlersWithPendingDelayedEvents;
+
+#if wxUSE_THREADS
+ // this critical section protects both the lists above
+ wxCriticalSection m_handlersWithPendingEventsLocker;
+#endif
+
+ // flag modified by Suspend/ResumeProcessingOfPendingEvents()
+ bool m_bDoPendingEventProcessing;
+
+ friend class WXDLLIMPEXP_FWD_BASE wxEvtHandler;
+
// the application object is a singleton anyhow, there is no sense in
// copying it
- DECLARE_NO_COPY_CLASS(wxAppConsoleBase)
+ wxDECLARE_NO_COPY_CLASS(wxAppConsoleBase);
};
#if defined(__UNIX__)
// the worker functions - usually not used directly by the user code
// -----------------------------------------------------------------
-
-
- // 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;
+ // safer alternatives to Yield(), using wxWindowDisabler
+ virtual bool SafeYield(wxWindow *win, bool onlyIfNeeded);
+ virtual bool SafeYieldFor(wxWindow *win, long eventsToProcess);
// this virtual function is called in the GUI mode when the application
// becomes idle and normally just sends wxIdleEvent to all interested
virtual bool SetDisplayMode(const wxVideoMode& WXUNUSED(info)) { return true; }
// set use of best visual flag (see below)
- void SetUseBestVisual( bool flag, bool forceTrueColour = false )
+ void SetUseBestVisual( bool flag, bool forceTrueColour = false )
{ m_useBestVisual = flag; m_forceTrueColour = forceTrueColour; }
bool GetUseBestVisual() const { return m_useBestVisual; }
// if it's unknown
virtual wxLayoutDirection GetLayoutDirection() const;
+ // Change the theme used by the application, return true on success.
+ virtual bool SetNativeTheme(const wxString& WXUNUSED(theme)) { return false; }
+
// command line parsing (GUI-specific)
// ------------------------------------------------------------------------
wxDEPRECATED( bool Initialized() );
#endif // WXWIN_COMPATIBILITY_2_6
- // perform standard OnIdle behaviour, ensure that this is always called
- void OnIdle(wxIdleEvent& event);
-
-
protected:
// delete all objects in wxPendingDelete list
void DeletePendingObjects();
// does any of our windows have focus?
bool m_isActive;
-
- DECLARE_NO_COPY_CLASS(wxAppBase)
+ wxDECLARE_NO_COPY_CLASS(wxAppBase);
};
#if WXWIN_COMPATIBILITY_2_6
#elif defined(__WXX11__)
#include "wx/x11/app.h"
#elif defined(__WXMAC__)
- #include "wx/mac/app.h"
+ #include "wx/osx/app.h"
#elif defined(__WXCOCOA__)
#include "wx/cocoa/app.h"
#elif defined(__WXPM__)
//
// 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())
+#define wxTheApp static_cast<wxApp*>(wxApp::GetInstance())
// ----------------------------------------------------------------------------
// global functions
// ------------------------------------------------------
// Force an exit from main loop
-extern void WXDLLIMPEXP_BASE wxExit();
+WXDLLIMPEXP_BASE void wxExit();
+
+// avoid redeclaring this function here if it had been already declared by
+// wx/utils.h, this results in warnings from g++ with -Wredundant-decls
+#ifndef wx_YIELD_DECLARED
+#define wx_YIELD_DECLARED
// Yield to other apps/messages
-extern bool WXDLLIMPEXP_BASE wxYield();
+WXDLLIMPEXP_CORE bool wxYield();
+
+#endif // wx_YIELD_DECLARED
// Yield to other apps/messages
-extern void WXDLLIMPEXP_BASE wxWakeUpIdle();
+WXDLLIMPEXP_BASE void wxWakeUpIdle();
// ----------------------------------------------------------------------------
// macros for dynamic creation of the application object
wxAppInitializer \
wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \
DECLARE_APP(appname) \
- appname& wxGetApp() { return *wx_static_cast(appname*, wxApp::GetInstance()); }
+ appname& wxGetApp() { return *static_cast<appname*>(wxApp::GetInstance()); }
// Same as IMPLEMENT_APP() normally but doesn't include themes support in
// wxUniversal builds