#ifndef WX_PRECOMP
#include "wx/app.h"
+ #include "wx/bitmap.h"
#include "wx/intl.h"
#include "wx/list.h"
+ #include "wx/log.h"
#include "wx/msgdlg.h"
#endif
// ============================================================================
// ----------------------------------------------------------------------------
-// initialization and termination
+// initialization
// ----------------------------------------------------------------------------
wxAppBase::wxAppBase()
m_exitOnFrameDelete = Later;
}
+bool wxAppBase::Initialize(int& argc, wxChar **argv)
+{
+ if ( !wxAppConsole::Initialize(argc, argv) )
+ return false;
+
+#if wxUSE_THREADS
+ wxPendingEventsLocker = new wxCriticalSection;
+#endif
+
+ wxTheColourDatabase = new wxColourDatabase(wxKEY_STRING);
+ wxTheColourDatabase->Initialize();
+
+ wxInitializeStockLists();
+ wxInitializeStockObjects();
+
+ wxBitmap::InitStandardHandlers();
+
+ return true;
+}
+
+// ----------------------------------------------------------------------------
+// cleanup
+// ----------------------------------------------------------------------------
+
wxAppBase::~wxAppBase()
{
// this destructor is required for Darwin
}
+void wxAppBase::CleanUp()
+{
+ // one last chance for pending objects to be cleaned up
+ DeletePendingObjects();
+
+ wxBitmap::CleanUpHandlers();
+
+ wxDeleteStockObjects();
+
+ wxDeleteStockLists();
+
+ delete wxTheColourDatabase;
+ wxTheColourDatabase = NULL;
+
+#if wxUSE_THREADS
+ delete wxPendingEvents;
+ wxPendingEvents = NULL;
+
+ delete wxPendingEventsLocker;
+ wxPendingEventsLocker = NULL;
+
+#if wxUSE_VALIDATORS
+ // If we don't do the following, we get an apparent memory leak.
+ ((wxEvtHandler&) wxDefaultValidator).ClearEventLocker();
+#endif // wxUSE_VALIDATORS
+#endif // wxUSE_THREADS
+}
+
+// ----------------------------------------------------------------------------
+// OnXXX() hooks
+// ----------------------------------------------------------------------------
+
bool wxAppBase::OnInitGui()
{
#ifdef __WXUNIVERSAL__
(void)ProcessEvent(event);
}
+void wxAppBase::DeletePendingObjects()
+{
+ wxNode *node = wxPendingDelete.GetFirst();
+ while (node)
+ {
+ wxObject *obj = node->GetData();
+
+ delete obj;
+
+ if (wxPendingDelete.Member(obj))
+ delete node;
+
+ // Deleting one object may have deleted other pending
+ // objects, so start from beginning of list again.
+ node = wxPendingDelete.GetFirst();
+ }
+}
+
// ----------------------------------------------------------------------------
// wxGUIAppTraitsBase
// ----------------------------------------------------------------------------