// ----------------------------------------------------------------------------
#include "wx/event.h" // for the base class
-
-#if wxUSE_GUI
- #include "wx/window.h" // for wxTopLevelWindows
-#endif // wxUSE_GUI
-
#include "wx/build.h"
-#include "wx/init.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_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;
-class WXDLLEXPORT wxApp;
-class WXDLLEXPORT wxAppTraits;
-class WXDLLEXPORT wxCmdLineParser;
-class WXDLLEXPORT wxLog;
-class WXDLLEXPORT wxMessageOutput;
+#if wxUSE_GUI
+ struct WXDLLIMPEXP_FWD_CORE wxVideoMode;
+ class WXDLLIMPEXP_FWD_CORE wxWindow;
+#endif
// ----------------------------------------------------------------------------
// typedefs
// ----------------------------------------------------------------------------
// the type of the function used to create a wxApp object on program start up
-typedef wxApp* (*wxAppInitializerFunction)();
+typedef wxAppConsole* (*wxAppInitializerFunction)();
// ----------------------------------------------------------------------------
// constants
};
// ----------------------------------------------------------------------------
-// support for framebuffer ports
+// global variables
// ----------------------------------------------------------------------------
-#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 WXDLLEXPORT 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
+// use of this list is strongly deprecated, use wxApp ScheduleForDestruction()
+// and IsScheduledForDestruction() methods instead of this list directly, it
+// is here for compatibility purposes only
+extern WXDLLIMPEXP_DATA_BASE(wxList) wxPendingDelete;
// ----------------------------------------------------------------------------
-// wxAppConsole: wxApp for non-GUI applications
+// wxAppConsoleBase: wxApp for non-GUI applications
// ----------------------------------------------------------------------------
-class WXDLLEXPORT wxAppConsole : public wxEvtHandler
+class WXDLLIMPEXP_BASE wxAppConsoleBase : public wxEvtHandler
{
public:
// ctor and dtor
- wxAppConsole();
- virtual ~wxAppConsole();
+ wxAppConsoleBase();
+ virtual ~wxAppConsoleBase();
// the virtual functions which may/must be overridden in the derived class
// reason, you must override it (instead of just overriding OnInit(), as
// usual, for app-specific initializations), do not forget to call the base
// class version!
- virtual bool Initialize(int argc, wxChar **argv);
+ virtual bool Initialize(int& argc, wxChar **argv);
+
+ // This gives wxCocoa a chance to call OnInit() with a memory pool in place
+ virtual bool CallOnInit() { return OnInit(); }
// Called before OnRun(), this is a good place to do initialization -- if
// anything fails, return false from here to prevent the program from
// class OnInit() to do it.
virtual bool OnInit();
- // this is here only temproary 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() = 0;
+ 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
// ----------------------
#if wxUSE_CMDLINE_PARSER
// this one is called from OnInit() to add all supported options
- // to the given parser
+ // 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
+ // 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
// 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 faรงade
+ // allows us to abstract the differences behind the common facade
wxAppTraits *GetTraits();
- // the functions below shouldn't be used now that we have wxAppTraits
-#if WXWIN_COMPATIBILITY_2_4
-
-#if wxUSE_LOG
- // override this function to create default log target of arbitrary
- // user-defined class (default implementation creates a wxLogGui
- // object) -- this log object is used by default by all wxLogXXX()
- // functions.
- virtual wxLog *CreateLogTarget();
-#endif // wxUSE_LOG
-
- // similar to CreateLogTarget() but for the global wxMessageOutput
- // object
- virtual wxMessageOutput *CreateMessageOutput();
+ // 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();
-#endif // WXWIN_COMPATIBILITY_2_4
+ // 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);
- // process all events in the wxPendingEvents list -- it is necessary to
- // call this function to process posted events. This happens during each
+ // 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
+ // 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();
+
+ // 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
+
+
+ // 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 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();
- // doesn't do anything in this class, just a hook for GUI wxApp
- virtual bool Yield(bool WXUNUSED(onlyIfNeeded) = false) { return true; }
+ // check if there are pending events on global pending event list
+ bool HasPendingEvents() const;
- // make sure that idle events are sent again
- virtual void WakeUpIdle() { }
+ // temporary suspends processing of the pending events
+ void SuspendProcessingOfPendingEvents();
+
+ // resume processing of the pending events previously stopped because of a
+ // call to SuspendProcessingOfPendingEvents()
+ void ResumeProcessingOfPendingEvents();
+
+ // called by ~wxEvtHandler to (eventually) remove the handler from the list of
+ // the handlers with pending events
+ void RemovePendingEventHandler(wxEvtHandler* toRemove);
+
+ // adds an event handler to the list of the handlers with pending events
+ void AppendPendingEventHandler(wxEvtHandler* toAppend);
+
+ // 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();
+
+
+ // delayed destruction
+ // -------------------
+
+ // If an object may have pending events for it, it shouldn't be deleted
+ // immediately as this would result in a crash when trying to handle these
+ // events: instead, it should be scheduled for destruction and really
+ // destroyed only after processing all pending events.
+ //
+ // Notice that this is only possible if we have a running event loop,
+ // otherwise the object is just deleted directly by ScheduleForDestruction()
+ // and IsScheduledForDestruction() always returns false.
+
+ // schedule the object for destruction in the near future
+ void ScheduleForDestruction(wxObject *object);
+
+ // return true if the object is scheduled for destruction
+ bool IsScheduledForDestruction(wxObject *object) const;
+
+
+ // wxEventLoop-related methods
+ // ---------------------------
+
+ // all these functions are forwarded to the corresponding methods of the
+ // currently active event loop -- and do nothing if there is none
+ virtual bool Pending();
+ virtual bool Dispatch();
+
+ virtual int MainLoop();
+ virtual void ExitMainLoop();
+
+ bool Yield(bool onlyIfNeeded = false);
+
+ virtual void WakeUpIdle();
+
+ // this method is called by the active event loop when there are no events
+ // to process
+ //
+ // by default it generates the idle events and if you override it in your
+ // derived class you should call the base class version to ensure that idle
+ // events are still sent out
+ virtual bool ProcessIdle();
+
+ // this virtual function is overridden in GUI wxApp to always return true
+ // as GUI applications always have an event loop -- but console ones may
+ // have it or not, so it simply returns true if already have an event loop
+ // running but false otherwise
+ virtual bool UsesEventLoop() const;
// debugging support
// version does the normal processing (i.e. shows the usual assert failure
// dialog box)
//
- // the arguments are the place where the assert occured, the text of the
+ // 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
-#ifdef __WXDEBUG__
+ 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 wxBuildOptions& buildOptions);
-
+ static bool CheckBuildOptions(const char *optionsSignature,
+ const char *componentName);
// implementation only from now on
// -------------------------------
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;
- 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:
+ // delete all objects in wxPendingDelete list
+ //
+ // called from ProcessPendingEvents()
+ void DeletePendingObjects();
+
// 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 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
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;
+
+
+ // 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(wxAppConsole)
+ wxDECLARE_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
// ----------------------------------------------------------------------------
#if wxUSE_GUI
-class WXDLLEXPORT wxAppBase : public wxAppConsole
+class WXDLLIMPEXP_CORE wxAppBase : public wxAppConsole
{
public:
wxAppBase();
// very first initialization function
//
// Override: very rarely
- virtual bool Initialize(int argc, wxChar **argv);
+ 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 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
// the worker functions - usually not used directly by the user code
// -----------------------------------------------------------------
- // execute the main GUI loop, the function returns when the loop ends
- virtual int MainLoop() = 0;
-
- // 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;
-
- // 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;
-
- // 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
// parties
//
- // it should return TRUE if more idle events are needed, FALSE if not
- virtual bool ProcessIdle() = 0;
+ // 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);
+
+ // override base class version: GUI apps always use an event loop
+ virtual bool UsesEventLoop() const { return true; }
// 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
// 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)
- virtual wxWindow *GetTopWindow() const
- {
- if (m_topWindow)
- return m_topWindow;
- else if (wxTopLevelWindows.GetCount() > 0)
- return wxTopLevelWindows.GetFirst()->GetData();
- else
- return (wxWindow *)NULL;
- }
+ virtual wxWindow *GetTopWindow() const;
// 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(); }
+ // wxWin ports (such as wxMGL or wxDFB).
+ virtual wxVideoMode GetDisplayMode() const;
// Set display mode to use. This is only used in framebuffer wxWin
- // ports (such as wxMGL). This method should be called from
+ // ports (such as wxMGL or wxDFB). 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; }
+ void SetUseBestVisual( bool flag, bool forceTrueColour = false )
+ { m_useBestVisual = flag; m_forceTrueColour = forceTrueColour; }
bool GetUseBestVisual() const { return m_useBestVisual; }
// set/get printing mode: see wxPRINT_XXX constants.
virtual void SetPrintMode(int WXUNUSED(mode)) { }
int GetPrintMode() const { return wxPRINT_POSTSCRIPT; }
+ // Return the layout direction for the current locale or wxLayout_Default
+ // 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)
+ // ------------------------------------------------------------------------
+
+#if wxUSE_CMDLINE_PARSER
+ virtual bool OnCmdLineParsed(wxCmdLineParser& parser);
+ virtual void OnInitCmdLine(wxCmdLineParser& parser);
+#endif
// miscellaneous other stuff
// ------------------------------------------------------------------------
// deactivated
virtual void SetActive(bool isActive, wxWindow *lastFocus);
+#if WXWIN_COMPATIBILITY_2_6
+ // OBSOLETE: don't use, always returns true
+ //
+ // returns true if the program is successfully initialized
+ wxDEPRECATED( bool Initialized() );
+#endif // WXWIN_COMPATIBILITY_2_6
protected:
- // delete all objects in wxPendingDelete list
- void DeletePendingObjects();
-
// override base class method to use GUI traits
virtual wxAppTraits *CreateTraits();
Yes
} m_exitOnFrameDelete;
- // TRUE if the apps whats to use the best visual on systems where
+ // true if the app wants to use the best visual on systems where
// more than one are available (Sun, SGI, XFree86 4.0 ?)
bool m_useBestVisual;
+ // force TrueColour just in case "best" isn't TrueColour
+ bool m_forceTrueColour;
- // does any of our windows has focus?
+ // does any of our windows have focus?
bool m_isActive;
-
- DECLARE_NO_COPY_CLASS(wxAppBase)
+ wxDECLARE_NO_COPY_CLASS(wxAppBase);
};
-#endif // wxUSE_GUI
+#if WXWIN_COMPATIBILITY_2_6
+ inline bool wxAppBase::Initialized() { return true; }
+#endif // WXWIN_COMPATIBILITY_2_6
// ----------------------------------------------------------------------------
// now include the declaration of the real class
// ----------------------------------------------------------------------------
-#if wxUSE_GUI
- #if defined(__WXMSW__)
- #include "wx/msw/app.h"
- #elif defined(__WXMOTIF__)
- #include "wx/motif/app.h"
- #elif defined(__WXMGL__)
- #include "wx/mgl/app.h"
- #elif defined(__WXGTK__)
- #include "wx/gtk/app.h"
- #elif defined(__WXX11__)
- #include "wx/x11/app.h"
- #elif defined(__WXMAC__)
- #include "wx/mac/app.h"
- #elif defined(__WXCOCOA__)
- #include "wx/cocoa/app.h"
- #elif defined(__WXPM__)
- #include "wx/os2/app.h"
- #endif
+#if defined(__WXPALMOS__)
+ #include "wx/palmos/app.h"
+#elif defined(__WXMSW__)
+ #include "wx/msw/app.h"
+#elif defined(__WXMOTIF__)
+ #include "wx/motif/app.h"
+#elif defined(__WXMGL__)
+ #include "wx/mgl/app.h"
+#elif defined(__WXDFB__)
+ #include "wx/dfb/app.h"
+#elif defined(__WXGTK20__)
+ #include "wx/gtk/app.h"
+#elif defined(__WXGTK__)
+ #include "wx/gtk1/app.h"
+#elif defined(__WXX11__)
+ #include "wx/x11/app.h"
+#elif defined(__WXMAC__)
+ #include "wx/osx/app.h"
+#elif defined(__WXCOCOA__)
+ #include "wx/cocoa/app.h"
+#elif defined(__WXPM__)
+ #include "wx/os2/app.h"
+#endif
+
#else // !GUI
- // can't use typedef because wxApp forward declared as a class
- class WXDLLEXPORT wxApp : public wxAppConsole
- {
- };
+
+// wxApp is defined in core and we cannot define another one in wxBase,
+// so use the preprocessor to allow using wxApp in console programs too
+#define wxApp wxAppConsole
+
#endif // GUI/!GUI
// ----------------------------------------------------------------------------
// the global data
// ----------------------------------------------------------------------------
-// the one and only application object - use of wxTheApp in application code
-// is discouraged, consider using DECLARE_APP() after which you may call
-// wxGetApp() which will return the object of the correct type (i.e. MyApp and
-// not wxApp)
-WXDLLEXPORT_DATA(extern wxApp*) wxTheApp;
+// for compatibility, we define this macro to access the global application
+// object of type wxApp
+//
+// note that instead of using of wxTheApp in application code you should
+// consider using DECLARE_APP() after which you may call wxGetApp() which will
+// return the object of the correct type (i.e. MyApp and not wxApp)
+//
+// 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 static_cast<wxApp*>(wxApp::GetInstance())
// ----------------------------------------------------------------------------
// global functions
// ------------------------------------------------------
// Force an exit from main loop
-extern void WXDLLEXPORT 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 WXDLLEXPORT wxYield();
+WXDLLIMPEXP_CORE bool wxYield();
+
+#endif // wx_YIELD_DECLARED
// Yield to other apps/messages
-extern void WXDLLEXPORT wxWakeUpIdle();
+WXDLLIMPEXP_BASE void wxWakeUpIdle();
// ----------------------------------------------------------------------------
// macros for dynamic creation of the application object
// creator function. wxApp can then call this function to create a new app
// object. Convoluted, but necessary.
-class WXDLLEXPORT wxAppInitializer
+class WXDLLIMPEXP_BASE wxAppInitializer
{
public:
wxAppInitializer(wxAppInitializerFunction fn)
{ 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.
-#if !wxUSE_GUI || defined(__WXMOTIF__) || defined(__WXGTK__) || defined(__WXPM__) || defined(__WXMGL__) || defined(__WXCOCOA__)
- #define IMPLEMENT_WXWIN_MAIN \
- extern int wxEntry( int argc, char **argv ); \
+#define IMPLEMENT_WXWIN_MAIN_CONSOLE \
int main(int argc, char **argv) { return wxEntry(argc, argv); }
-#elif defined(__WXMAC__)
- // wxMac seems to have a specific wxEntry prototype
- #define IMPLEMENT_WXWIN_MAIN \
- extern int wxEntry( int argc, char **argv, bool enterLoop = TRUE ); \
- int main(int argc, char **argv) { return wxEntry(argc, argv); }
-#elif defined(__WXMSW__) && defined(WXUSINGDLL)
- #define IMPLEMENT_WXWIN_MAIN \
- extern int wxEntry(WXHINSTANCE hInstance, \
- WXHINSTANCE hPrevInstance, \
- char *pCmdLine, \
- int nCmdShow); \
- extern "C" int wxSTDCALL WinMain(WXHINSTANCE hInstance, \
- WXHINSTANCE 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 way
+#ifndef IMPLEMENT_WXWIN_MAIN
+ #define IMPLEMENT_WXWIN_MAIN IMPLEMENT_WXWIN_MAIN_CONSOLE
+#endif // defined(IMPLEMENT_WXWIN_MAIN)
#ifdef __WXUNIVERSAL__
#include "wx/univ/theme.h"
- #define IMPLEMENT_WX_THEME_SUPPORT \
- WX_USE_THEME(win32); \
- WX_USE_THEME(gtk);
+ #ifdef wxUNIV_DEFAULT_THEME
+ #define IMPLEMENT_WX_THEME_SUPPORT \
+ WX_USE_THEME(wxUNIV_DEFAULT_THEME);
+ #else
+ #define IMPLEMENT_WX_THEME_SUPPORT
+ #endif
#else
#define IMPLEMENT_WX_THEME_SUPPORT
#endif
// Use this macro if you want to define your own main() or WinMain() function
// and call wxEntry() from there.
#define IMPLEMENT_APP_NO_MAIN(appname) \
- wxApp *wxCreateApp() \
+ wxAppConsole *wxCreateApp() \
{ \
- wxApp::CheckBuildOptions(wxBuildOptions()); \
+ wxAppConsole::CheckBuildOptions(WX_BUILD_OPTIONS_SIGNATURE, \
+ "your program"); \
return new appname; \
} \
wxAppInitializer \
wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \
- appname& wxGetApp() { return *(appname *)wxTheApp; }
+ DECLARE_APP(appname) \
+ appname& wxGetApp() { return *static_cast<appname*>(wxApp::GetInstance()); }
// Same as IMPLEMENT_APP() normally but doesn't include themes support in
// wxUniversal builds
IMPLEMENT_APP_NO_THEMES(appname) \
IMPLEMENT_WX_THEME_SUPPORT
+// Same as IMPLEMENT_APP(), but for console applications.
+#define IMPLEMENT_APP_CONSOLE(appname) \
+ IMPLEMENT_APP_NO_MAIN(appname) \
+ IMPLEMENT_WXWIN_MAIN_CONSOLE
+
// this macro can be used multiple times and just allows you to use wxGetApp()
// function
#define DECLARE_APP(appname) extern appname& wxGetApp();
-#endif // _WX_APP_H_BASE_
+// declare the stuff defined by IMPLEMENT_APP() macro, it's not really needed
+// anywhere else but at the very least it suppresses icc warnings about
+// defining extern symbols without prior declaration, and it shouldn't do any
+// harm
+extern wxAppConsole *wxCreateApp();
+extern wxAppInitializer wxTheAppInitializer;
+
+#endif // _WX_APP_H_BASE_