#if wxUSE_GUI
#include "wx/window.h" // for wxTopLevelWindows
+
+ #include "wx/vidmode.h"
#endif // wxUSE_GUI
#include "wx/build.h"
class WXDLLIMPEXP_BASE wxLog;
class WXDLLIMPEXP_BASE wxMessageOutput;
+// wxUSE_EVTLOOP_IN_APP is a temporary hack needed until all ports are updated
+// to use wxEventLoop, otherwise we get linking errors on wxMac, it's going to
+// disappear a.s.a.p.
+#ifdef __WXMAC__
+ #define wxUSE_EVTLOOP_IN_APP 0
+#else
+ #define wxUSE_EVTLOOP_IN_APP 1
+ class WXDLLEXPORT wxEventLoop;
+#endif
+
// ----------------------------------------------------------------------------
// typedefs
// ----------------------------------------------------------------------------
wxPRINT_POSTSCRIPT = 2
};
-// ----------------------------------------------------------------------------
-// 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 WXDLLIMPEXP_CORE 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
// ----------------------------------------------------------------------------
// 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
// crash.
virtual void OnFatalException() { }
+#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();
+
+ // 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
+ virtual void OnUnhandledException() { }
+#endif // wxUSE_EXCEPTIONS
+
// Called from wxExit() function, should terminate the application a.s.a.p.
virtual void Exit();
// 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
+ // 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
// 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;
+#endif // wxUSE_EXCEPTIONS
+
// 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
// make sure that idle events are sent again
virtual void WakeUpIdle() { }
+ // this is just a convenience: by providing its implementation here we
+ // avoid #ifdefs in the code using it
+ static bool IsMainLoopRunning() { return false; }
+
// debugging support
// -----------------
// 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()
+ {
+#if wxUSE_EVTLOOP_IN_APP
+ wxAppBase *app = wx_static_cast(wxAppBase *, GetInstance());
+ return app && app->m_mainLoop != NULL;
+#else
+ return false;
+#endif
+ }
+
// execute the main GUI loop, the function returns when the loop ends
- virtual int MainLoop() = 0;
+ 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() = 0;
+ virtual void ExitMainLoop();
- // 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;
+ // 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
- // apperas if there are none currently)
- virtual void Dispatch() = 0;
+ // 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
+ // 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() ;
+ // 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.
+ // Returns true if more idle time is requested.
virtual bool SendIdleEvents(wxWindow* win, wxIdleEvent& event);
// Perform standard OnIdle behaviour: call from port's OnIdle
// 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
// 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(); }
+ virtual wxVideoMode GetDisplayMode() const { return wxVideoMode(); }
// Set display mode to use. This is only used in framebuffer wxWin
// ports (such as wxMGL). 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; }
// deactivated
virtual void SetActive(bool isActive, wxWindow *lastFocus);
+ // OBSOLETE: don't use, always returns true
+ //
+ // returns true if the program is successfully initialized
+ bool Initialized() { return true; }
+
protected:
// delete all objects in wxPendingDelete list
virtual wxAppTraits *CreateTraits();
+#if wxUSE_EVTLOOP_IN_APP
+ // the main event loop of the application (may be NULL if the loop hasn't
+ // been started yet or has already terminated)
+ wxEventLoop *m_mainLoop;
+#endif // wxUSE_EVTLOOP_IN_APP
+
// the main top level window (may be NULL)
wxWindow *m_topWindow;
Yes
} m_exitOnFrameDelete;
- // TRUE if the apps whats to use the best visual on systems where
+ // true if the apps whats to use the best visual on systems where
// more than one are available (Sun, SGI, XFree86 4.0 ?)
bool m_useBestVisual;
{ 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.
#define IMPLEMENT_WXWIN_MAIN_CONSOLE \
int main(int argc, char **argv) { return wxEntry(argc, argv); }
-#if !wxUSE_GUI || !defined(__WXMSW__)
- #define IMPLEMENT_WXWIN_MAIN \
- IMPLEMENT_WXWIN_MAIN_CONSOLE
-#elif defined(__WXMSW__)
- // we need HINSTANCE declaration to define WinMain()
- #include "wx/msw/wrapwin.h"
-
- #ifdef SW_SHOWNORMAL
- #define wxSW_SHOWNORMAL SW_SHOWNORMAL
- #else
- #define wxSW_SHOWNORMAL 0
- #endif
-
- #define IMPLEMENT_WXWIN_MAIN \
- extern int wxEntry(HINSTANCE hInstance, \
- HINSTANCE hPrevInstance = NULL, \
- char *pCmdLine = NULL, \
- int nCmdShow = wxSW_SHOWNORMAL); \
- 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 wau
+#ifndef IMPLEMENT_WXWIN_MAIN
+ #define IMPLEMENT_WXWIN_MAIN IMPLEMENT_WXWIN_MAIN_CONSOLE
+#endif // defined(IMPLEMENT_WXWIN_MAIN)
#ifdef __WXUNIVERSAL__
#include "wx/univ/theme.h"