#endif
//-----------------------------------------------------------------------------
-// Standard wxWindows headers
+// Standard wxWidgets headers
//-----------------------------------------------------------------------------
// For compilers that support precompilation, includes "wx/wx.h".
#endif
// For all others, include the necessary headers (this file is usually all you
-// need because it includes almost all "standard" wxWindows headers)
+// need because it includes almost all "standard" wxWidgets headers)
#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif
#include "myframe.h"
//-----------------------------------------------------------------------------
-// wxWindows macro: Declare the application.
+// wxWidgets macro: Declare the application.
//-----------------------------------------------------------------------------
-// Create a new application object: this macro will allow wxWindows to create
+// Create a new application object: this macro will allow wxWidgets to create
// the application object during program execution (it's better than using a
// static object for many reasons) and also declares the accessor function
// wxGetApp() which will return the reference of the right type (i.e. the_app and
// you want PNGs, then add a PNG handler, etc. See wxImage::AddHandler()
// documentation for the types of image handlers available.
wxImage::AddHandler(new wxXPMHandler);
-
+
// Initialize all the XRC handlers. Always required (unless you feel like
// going through and initializing a handler of each control type you will
// be using (ie initialize the spinctrl handler, initialize the textctrl
// handler). However, if you are only using a few control types, it will
// save some space to only initialize the ones you will be using. See
// wxXRC docs for details.
- wxXmlResource::Get()->InitAllHandlers();
-
+ wxXmlResource::Get()->InitAllHandlers();
+
// Load all of the XRC files that will be used. You can put everything
- // into one giant XRC file if you wanted, but then they become more
- // diffcult to manage, and harder to reuse in later projects.
+ // into one giant XRC file if you wanted, but then they become more
+ // diffcult to manage, and harder to reuse in later projects.
// The menubar
- wxXmlResource::Get()->Load("rc/menu.xrc");
+ wxXmlResource::Get()->Load(wxT("rc/menu.xrc"));
// The toolbar
- wxXmlResource::Get()->Load("rc/toolbar.xrc");
+ wxXmlResource::Get()->Load(wxT("rc/toolbar.xrc"));
// Non-derived dialog example
- wxXmlResource::Get()->Load("rc/basicdlg.xrc");
+ wxXmlResource::Get()->Load(wxT("rc/basicdlg.xrc"));
// Derived dialog example
- wxXmlResource::Get()->Load("rc/derivdlg.xrc");
+ wxXmlResource::Get()->Load(wxT("rc/derivdlg.xrc"));
// Controls property example
- wxXmlResource::Get()->Load("rc/controls.xrc");
+ wxXmlResource::Get()->Load(wxT("rc/controls.xrc"));
// Frame example
- wxXmlResource::Get()->Load("rc/frame.xrc");
+ wxXmlResource::Get()->Load(wxT("rc/frame.xrc"));
// Uncentered example
- wxXmlResource::Get()->Load("rc/uncenter.xrc");
+ wxXmlResource::Get()->Load(wxT("rc/uncenter.xrc"));
// Custom class example
- wxXmlResource::Get()->Load("rc/custclas.xrc");
+ wxXmlResource::Get()->Load(wxT("rc/custclas.xrc"));
// wxArtProvider example
- wxXmlResource::Get()->Load("rc/artprov.xrc");
+ wxXmlResource::Get()->Load(wxT("rc/artprov.xrc"));
// Platform property example
- wxXmlResource::Get()->Load("rc/platform.xrc");
+ wxXmlResource::Get()->Load(wxT("rc/platform.xrc"));
// Variable expansion example
- wxXmlResource::Get()->Load("rc/variable.xrc");
+ wxXmlResource::Get()->Load(wxT("rc/variable.xrc"));
- // Make an instance of your derived frame. Passing NULL (the default value
- // of MyFrame's constructor is NULL) as the frame doesn't have a frame
- // since it is the first window.
+ // Make an instance of your derived frame. Passing NULL (the default value
+ // of MyFrame's constructor is NULL) as the frame doesn't have a parent
+ // since it is the main application window.
MyFrame *frame = new MyFrame();
-
- // Show the frame.
- frame->Show(TRUE);
-
- // Return TRUE to tell program to continue (FALSE would terminate).
- return TRUE;
+
+ // Show the frame as it's created initially hidden.
+ frame->Show(true);
+
+ // Return true to tell program to continue (false would terminate).
+ return true;
}