#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
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();
// 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
wxEventLoopBase *CreateMainLoop();
// application info (must be set from the user code)
- wxString m_vendorName, // vendor name (e.g. "ACME Inc")
+ 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