class WXDLLIMPEXP_BASE wxAppConsole;
class WXDLLIMPEXP_BASE wxAppTraits;
class WXDLLIMPEXP_BASE wxCmdLineParser;
+class WXDLLIMPEXP_BASE wxEventLoopBase;
class WXDLLIMPEXP_BASE wxLog;
class WXDLLIMPEXP_BASE wxMessageOutput;
#if wxUSE_GUI
- class WXDLLEXPORT wxEventLoop;
struct WXDLLIMPEXP_CORE wxVideoMode;
#endif
};
// ----------------------------------------------------------------------------
-// wxAppConsole: wxApp for non-GUI applications
+// wxAppConsoleBase: wxApp for non-GUI applications
// ----------------------------------------------------------------------------
-class WXDLLIMPEXP_BASE 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
// 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 only called if OnInit() returned true so it's a good place to do
// any cleanup matching the initializations done there.
// 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 façade
+ // allows us to abstract the differences behind the common fa�de
wxAppTraits *GetTraits();
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();
#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();
+
// 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
// 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; }
// make sure that idle events are sent again
- virtual void WakeUpIdle() { }
+ virtual void WakeUpIdle();
+
+ // execute the main GUI loop, the function returns when the loop ends
+ virtual int MainLoop();
+
+ // exit the main GUI loop during the next iteration (i.e. it does not
+ // stop the program immediately!)
+ virtual void ExitMainLoop();
+
+ // 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
+ // 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();
- // this is just a convenience: by providing its implementation here we
- // avoid #ifdefs in the code using it
- static bool IsMainLoopRunning() { return false; }
+ // 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 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
// -----------------
// 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)
// 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;
// the application object is a singleton anyhow, there is no sense in
// copying it
- DECLARE_NO_COPY_CLASS(wxAppConsole)
+ DECLARE_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
// ----------------------------------------------------------------------------
// 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()
- {
- wxAppBase *app = wx_static_cast(wxAppBase *, GetInstance());
- return app && app->m_mainLoop != NULL;
- }
-
- // execute the main GUI loop, the function returns when the loop ends
- 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();
- // 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
- // 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
//
virtual bool SendIdleEvents(wxWindow* win, wxIdleEvent& event);
-#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
-
-
// top level window functions
// --------------------------
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();
virtual wxAppTraits *CreateTraits();
- // 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;
-
// the main top level window (may be NULL)
wxWindow *m_topWindow;
inline bool wxAppBase::Initialized() { return true; }
#endif // WXWIN_COMPATIBILITY_2_6
-#endif // wxUSE_GUI
-
// ----------------------------------------------------------------------------
// now include the declaration of the real class
// ----------------------------------------------------------------------------
-#if wxUSE_GUI
- #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/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/mac/app.h"
+#elif defined(__WXCOCOA__)
+ #include "wx/cocoa/app.h"
+#elif defined(__WXPM__)
+ #include "wx/os2/app.h"
+#endif
+
#else // !GUI
- // allow using just wxApp (instead of wxAppConsole) in console programs
- typedef wxAppConsole wxApp;
+
+// 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
// ----------------------------------------------------------------------------