wxPRINT_POSTSCRIPT = 2
};
+// ----------------------------------------------------------------------------
+// global variables
+// ----------------------------------------------------------------------------
+
+// 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;
+
// ----------------------------------------------------------------------------
// wxAppConsoleBase: wxApp for non-GUI applications
// ----------------------------------------------------------------------------
void DeletePendingEvents();
- // wxEventLoop redirections
- // ------------------------
+ // 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();
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
// -----------------
-#ifdef __WXDEBUG__
// this function is called when an assert failure occurs, the base class
// version does the normal processing (i.e. shows the usual assert failure
// dialog box)
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
#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();
// 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
// --------------------------
#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();