#include "wx/cmdargs.h" // for wxCmdLineArgsArray used by wxApp::argv
#include "wx/init.h" // we must declare wxEntry()
#include "wx/intl.h" // for wxLayoutDirection
+#include "wx/log.h" // for wxDISABLE_DEBUG_LOGGING_IN_RELEASE_BUILD()
class WXDLLIMPEXP_FWD_BASE wxAppConsole;
class WXDLLIMPEXP_FWD_BASE wxAppTraits;
class WXDLLIMPEXP_FWD_BASE wxCmdLineParser;
class WXDLLIMPEXP_FWD_BASE wxEventLoopBase;
-class WXDLLIMPEXP_FWD_BASE wxLog;
class WXDLLIMPEXP_FWD_BASE wxMessageOutput;
#if wxUSE_GUI
class WXDLLIMPEXP_FWD_CORE wxWindow;
#endif
+// this macro should be used in any main() or equivalent functions defined in wx
+#define wxDISABLE_DEBUG_SUPPORT() \
+ wxDISABLE_ASSERTS_IN_RELEASE_BUILD(); \
+ wxDISABLE_DEBUG_LOGGING_IN_RELEASE_BUILD()
+
// ----------------------------------------------------------------------------
// typedefs
// ----------------------------------------------------------------------------
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
// ----------------------------------------------------------------------------
// class OnInit() to do it.
virtual bool OnInit();
- // this is here only temporary hopefully (FIXME)
- virtual bool OnInitGui() { return true; }
-
// 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();
+ // This is called by wxEventLoopBase::SetActive(): you should put the code
+ // which needs an active event loop here.
+ // Note that this function is called whenever an event loop is activated;
+ // you may want to use wxEventLoopBase::IsMain() to perform initialization
+ // specific for the app's main event loop.
+ virtual void OnEventLoopEnter(wxEventLoopBase* WXUNUSED(loop)) {}
+
// This is only called if OnInit() returned true so it's a good place to do
// any cleanup matching the initializations done there.
virtual int OnExit();
+ // This is called by wxEventLoopBase::OnExit() for each event loop which
+ // is exited.
+ virtual void OnEventLoopExit(wxEventLoopBase* WXUNUSED(loop)) {}
+
// This is the very last function called on wxApp object before it is
// destroyed. If you override it (instead of overriding OnExit() as usual)
// do not forget to call the base class version!
// be argv[0]
// set/get the application name
- wxString GetAppName() const
- {
- return m_appName.empty() ? m_className : m_appName;
- }
+ wxString GetAppName() const;
void SetAppName(const wxString& name) { m_appName = name; }
// set/get the application display name: the display name is the name
// shown to the user in titles, reports, etc while the app name is
// used for paths, config, and other places the user doesn't see
//
- // so the app name could be myapp while display name could be "My App"
- wxString GetAppDisplayName() const
- {
- return m_appDisplayName.empty() ? GetAppName().Capitalize()
- : m_appDisplayName;
- }
+ // by default the display name is the same as app name or a capitalized
+ // version of the program if app name was not set neither but it's
+ // usually better to set it explicitly to something nicer
+ wxString GetAppDisplayName() const;
void SetAppDisplayName(const wxString& name) { m_appDisplayName = name; }
// for it
static wxAppTraits *GetTraitsIfExists();
+ // returns the main event loop instance, i.e. the event loop which is started
+ // by OnRun() and which dispatches all events sent from the native toolkit
+ // to the application (except when new event loops are temporarily set-up).
+ // The returned value maybe NULL. Put initialization code which needs a
+ // non-NULL main event loop into OnEventLoopEnter().
+ wxEventLoopBase* GetMainLoop() const
+ { return m_mainLoop; }
+
+
// event processing functions
// --------------------------
// had been already processed or won't be processed at all, respectively
virtual int FilterEvent(wxEvent& event);
+ // return true if we're running event loop, i.e. if the events can
+ // (already) be dispatched
+ static bool IsMainLoopRunning();
+
#if wxUSE_EXCEPTIONS
// execute the functor to handle the given event
//
// exit, if you need to really handle the exceptions you need to override
// OnExceptionInMainLoop()
virtual void OnUnhandledException();
-#endif // wxUSE_EXCEPTIONS
- // event processing functions
- // --------------------------
+ // 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();
- // return true if we're running event loop, i.e. if the events can
- // (already) be dispatched
- static bool IsMainLoopRunning();
+#endif // wxUSE_EXCEPTIONS
- // temporary suspends processing of the pending events
- virtual void SuspendProcessingOfPendingEvents();
- // resume processing of the pending events previously stopped because of a
- // call to SuspendProcessingOfPendingEvents()
- virtual void ResumeProcessingOfPendingEvents();
+ // pending events
+ // --------------
- // process all events in the wxHandlersWithPendingEvents list -- it is necessary
+ // IMPORTANT: all these methods conceptually belong to wxEventLoopBase
+ // but for many reasons we need to allow queuing of events
+ // even when there's no event loop (e.g. in wxApp::OnInit);
+ // this feature is used e.g. to queue events on secondary threads
+ // or in wxPython to use wx.CallAfter before the GUI is initialized
+
+ // process all events in the m_handlersWithPendingEvents 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.
// check if there are pending events on global pending event list
bool HasPendingEvents() const;
- // make sure that idle events are sent again
- virtual void WakeUpIdle();
+ // temporary suspends processing of the pending events
+ void SuspendProcessingOfPendingEvents();
- // execute the main GUI loop, the function returns when the loop ends
- virtual int MainLoop();
+ // resume processing of the pending events previously stopped because of a
+ // call to SuspendProcessingOfPendingEvents()
+ void ResumeProcessingOfPendingEvents();
- // exit the main GUI loop during the next iteration (i.e. it does not
- // stop the program immediately!)
- virtual void ExitMainLoop();
+ // called by ~wxEvtHandler to (eventually) remove the handler from the list of
+ // the handlers with pending events
+ void RemovePendingEventHandler(wxEvtHandler* toRemove);
- // returns true if there are unprocessed events in the event queue
- virtual bool Pending();
+ // adds an event handler to the list of the handlers with pending events
+ void AppendPendingEventHandler(wxEvtHandler* toAppend);
- // 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();
+ // moves the event handler from the list of the handlers with pending events
+ //to the list of the handlers with _delayed_ pending events
+ void DelayPendingEventHandler(wxEvtHandler* toDelay);
- // 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();
+ // deletes the current pending events
+ void DeletePendingEvents();
-#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
- // Yield-related hooks
+ // delayed destruction
// -------------------
- // process all currently pending events right now
- //
- // it is an error to call Yield() recursively unless the value of
- // onlyIfNeeded is true
- //
- // WARNING: this function is dangerous as it can lead to unexpected
- // reentrancies (i.e. when called from an event handler it
- // may result in calling the same event handler again), use
- // with _extreme_ care or, better, don't use at all!
- // NOTE: in wxConsoleBase it doesn't do anything, just a hook for GUI wxApp
- bool Yield(bool onlyIfNeeded = false)
- { return DoYield(onlyIfNeeded, wxEVT_CATEGORY_ALL); }
- bool YieldFor(long eventsToProcess)
- { return DoYield(true, eventsToProcess); }
- virtual bool IsYielding() const
- { return false; }
- virtual bool IsEventAllowedInsideYield(wxEventCategory WXUNUSED(cat)) const
- { return true; }
- // no SafeYield hooks since it uses wxWindow which is not available when wxUSE_GUI=0
+ // 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();
+
+ virtual int MainLoop();
+ virtual void ExitMainLoop();
+
+ 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
+ // itself, usually the one from wxIMPLEMENT_APP() macro) matches the build
// options of the library and abort if it doesn't
static bool CheckBuildOptions(const char *optionsSignature,
const char *componentName);
#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();
- // the real yield function hook:
- virtual bool DoYield(bool WXUNUSED(onlyIfNeeded), long WXUNUSED(eventsToProcess))
- { return true; }
-
// function used for dynamic wxApp creation
static wxAppInitializerFunction ms_appInitFn;
// been started yet or has already terminated)
wxEventLoopBase *m_mainLoop;
+
+ // pending events management vars:
+
// the array of the handlers with pending events which needs to be processed
// inside ProcessPendingEvents()
- // wxEvtHandlerArray m_handlersWithPendingEvents; FIXME: enable this and remove global lists
+ wxEvtHandlerArray m_handlersWithPendingEvents;
+
+ // helper array used by ProcessPendingEvents() to store the event handlers
+ // which have pending events but of these events none can be processed right now
+ // (because of a call to wxEventLoop::YieldFor() which asked to selectively process
+ // pending events)
+ wxEvtHandlerArray m_handlersWithPendingDelayedEvents;
+
+#if wxUSE_THREADS
+ // this critical section protects both the lists above
+ wxCriticalSection m_handlersWithPendingEventsLocker;
+#endif
- // helper array used by ProcessPendingEvents()
- // wxEvtHandlerArray m_handlersWithPendingDelayedEvents; FIXME: enable this and remove global lists
+ // flag modified by Suspend/ResumeProcessingOfPendingEvents()
+ bool m_bDoPendingEventProcessing;
friend class WXDLLIMPEXP_FWD_BASE wxEvtHandler;
// the application object is a singleton anyhow, there is no sense in
// copying it
- DECLARE_NO_COPY_CLASS(wxAppConsoleBase)
+ wxDECLARE_NO_COPY_CLASS(wxAppConsoleBase);
};
-#if defined(__UNIX__)
+#if defined(__UNIX__) && !defined(__CYGWIN__)
#include "wx/unix/app.h"
#else
// this has to be a class and not a typedef as we forward declare it
virtual bool SafeYield(wxWindow *win, bool onlyIfNeeded);
virtual bool SafeYieldFor(wxWindow *win, long eventsToProcess);
- // returns true if the main thread is inside a Yield() call
- virtual bool IsYielding() const
- { return m_isInsideYield; }
-
- // returns true if events of the given event category should be immediately
- // processed inside a wxApp::Yield() call or rather should be queued for
- // later processing by the main event loop
- virtual bool IsEventAllowedInsideYield(wxEventCategory cat) const;
-
// this virtual function is called in the GUI mode 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();
- // Send idle event to window and all subwindows
- // 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();
// does any of our windows have focus?
bool m_isActive;
- // Yield() helpers:
- bool m_isInsideYield;
- long m_eventsToProcessInsideYield;
-
- DECLARE_NO_COPY_CLASS(wxAppBase)
+ wxDECLARE_NO_COPY_CLASS(wxAppBase);
};
#if WXWIN_COMPATIBILITY_2_6
// object of type wxApp
//
// note that instead of using of wxTheApp in application code you should
-// consider using DECLARE_APP() after which you may call wxGetApp() which will
+// consider using wxDECLARE_APP() after which you may call wxGetApp() which will
// return the object of the correct type (i.e. MyApp and not wxApp)
//
// the cast is safe as in GUI build we only use wxApp, not wxAppConsole, and in
{ wxApp::SetInitializerFunction(fn); }
};
-// the code below defines a IMPLEMENT_WXWIN_MAIN macro which you can use if
+// the code below defines a wxIMPLEMENT_WXWIN_MAIN macro which you can use if
// your compiler really, really wants main() to be in your main program (e.g.
-// hello.cpp). Now IMPLEMENT_APP should add this code if required.
-
-#define IMPLEMENT_WXWIN_MAIN_CONSOLE \
- int main(int argc, char **argv) { return wxEntry(argc, argv); }
+// hello.cpp). Now wxIMPLEMENT_APP should add this code if required.
+
+#define wxIMPLEMENT_WXWIN_MAIN_CONSOLE \
+ int main(int argc, char **argv) \
+ { \
+ wxDISABLE_DEBUG_SUPPORT(); \
+ \
+ return wxEntry(argc, argv); \
+ }
// port-specific header could have defined it already in some special way
-#ifndef IMPLEMENT_WXWIN_MAIN
- #define IMPLEMENT_WXWIN_MAIN IMPLEMENT_WXWIN_MAIN_CONSOLE
-#endif // defined(IMPLEMENT_WXWIN_MAIN)
+#ifndef wxIMPLEMENT_WXWIN_MAIN
+ #define wxIMPLEMENT_WXWIN_MAIN wxIMPLEMENT_WXWIN_MAIN_CONSOLE
+#endif // defined(wxIMPLEMENT_WXWIN_MAIN)
#ifdef __WXUNIVERSAL__
#include "wx/univ/theme.h"
#ifdef wxUNIV_DEFAULT_THEME
- #define IMPLEMENT_WX_THEME_SUPPORT \
+ #define wxIMPLEMENT_WX_THEME_SUPPORT \
WX_USE_THEME(wxUNIV_DEFAULT_THEME);
#else
- #define IMPLEMENT_WX_THEME_SUPPORT
+ #define wxIMPLEMENT_WX_THEME_SUPPORT
#endif
#else
- #define IMPLEMENT_WX_THEME_SUPPORT
+ #define wxIMPLEMENT_WX_THEME_SUPPORT
#endif
// Use this macro if you want to define your own main() or WinMain() function
// and call wxEntry() from there.
-#define IMPLEMENT_APP_NO_MAIN(appname) \
+#define wxIMPLEMENT_APP_NO_MAIN(appname) \
wxAppConsole *wxCreateApp() \
{ \
wxAppConsole::CheckBuildOptions(WX_BUILD_OPTIONS_SIGNATURE, \
} \
wxAppInitializer \
wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \
- DECLARE_APP(appname) \
- appname& wxGetApp() { return *static_cast<appname*>(wxApp::GetInstance()); }
+ appname& wxGetApp() { return *static_cast<appname*>(wxApp::GetInstance()); } \
+ wxDECLARE_APP(appname)
-// Same as IMPLEMENT_APP() normally but doesn't include themes support in
+// Same as wxIMPLEMENT_APP() normally but doesn't include themes support in
// wxUniversal builds
-#define IMPLEMENT_APP_NO_THEMES(appname) \
- IMPLEMENT_APP_NO_MAIN(appname) \
- IMPLEMENT_WXWIN_MAIN
+#define wxIMPLEMENT_APP_NO_THEMES(appname) \
+ wxIMPLEMENT_WXWIN_MAIN \
+ wxIMPLEMENT_APP_NO_MAIN(appname)
// Use this macro exactly once, the argument is the name of the wxApp-derived
// class which is the class of your application.
-#define IMPLEMENT_APP(appname) \
- IMPLEMENT_APP_NO_THEMES(appname) \
- IMPLEMENT_WX_THEME_SUPPORT
+#define wxIMPLEMENT_APP(appname) \
+ wxIMPLEMENT_WX_THEME_SUPPORT \
+ wxIMPLEMENT_APP_NO_THEMES(appname)
// Same as IMPLEMENT_APP(), but for console applications.
-#define IMPLEMENT_APP_CONSOLE(appname) \
- IMPLEMENT_APP_NO_MAIN(appname) \
- IMPLEMENT_WXWIN_MAIN_CONSOLE
+#define wxIMPLEMENT_APP_CONSOLE(appname) \
+ wxIMPLEMENT_WXWIN_MAIN_CONSOLE \
+ wxIMPLEMENT_APP_NO_MAIN(appname)
// this macro can be used multiple times and just allows you to use wxGetApp()
// function
-#define DECLARE_APP(appname) extern appname& wxGetApp();
+#define wxDECLARE_APP(appname) \
+ extern appname& wxGetApp()
-// declare the stuff defined by IMPLEMENT_APP() macro, it's not really needed
+// declare the stuff defined by wxIMPLEMENT_APP() macro, it's not really needed
// anywhere else but at the very least it suppresses icc warnings about
// defining extern symbols without prior declaration, and it shouldn't do any
// harm
extern wxAppConsole *wxCreateApp();
extern wxAppInitializer wxTheAppInitializer;
+// ----------------------------------------------------------------------------
+// Compatibility macro aliases
+// ----------------------------------------------------------------------------
+
+// deprecated variants _not_ requiring a semicolon after them
+// (note that also some wx-prefixed macro do _not_ require a semicolon because
+// it's not always possible to force the compire to require it)
+
+#define IMPLEMENT_WXWIN_MAIN_CONSOLE wxIMPLEMENT_WXWIN_MAIN_CONSOLE
+#define IMPLEMENT_WXWIN_MAIN wxIMPLEMENT_WXWIN_MAIN
+#define IMPLEMENT_WX_THEME_SUPPORT wxIMPLEMENT_WX_THEME_SUPPORT
+#define IMPLEMENT_APP_NO_MAIN(app) wxIMPLEMENT_APP_NO_MAIN(app);
+#define IMPLEMENT_APP_NO_THEMES(app) wxIMPLEMENT_APP_NO_THEMES(app);
+#define IMPLEMENT_APP(app) wxIMPLEMENT_APP(app);
+#define IMPLEMENT_APP_CONSOLE(app) wxIMPLEMENT_APP_CONSOLE(app);
+#define DECLARE_APP(app) wxDECLARE_APP(app);
+
#endif // _WX_APP_H_BASE_