/////////////////////////////////////////////////////////////////////////////
-// Name: app.h
+// Name: wx/app.h
// Purpose: wxAppBase class and macros used for declaration of wxApp
// derived class in the user code
// Author: Julian Smart
// Modified by:
// Created: 01/02/97
// RCS-ID: $Id$
-// Copyright: (c) Julian Smart and Markus Holzem
+// Copyright: (c) Julian Smart
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_APP_H_BASE_
#define _WX_APP_H_BASE_
-#ifdef __GNUG__
- #pragma interface "appbase.h"
-#endif
-
-// ----------------------------------------------------------------------------
-// typedefs
-// ----------------------------------------------------------------------------
-
-#if (defined(__WXMSW__) && !defined(__WXMICROWIN__)) || defined (__WXPM__)
- class WXDLLEXPORT wxApp;
- typedef wxApp* (*wxAppInitializerFunction)();
-#else
- // returning wxApp* won't work with gcc
- #include "wx/object.h"
-
- typedef wxObject* (*wxAppInitializerFunction)();
-#endif
-
-class WXDLLEXPORT wxCmdLineParser;
-
// ----------------------------------------------------------------------------
// headers we have to include here
// ----------------------------------------------------------------------------
#if wxUSE_GUI
#include "wx/window.h" // for wxTopLevelWindows
+
+ #include "wx/vidmode.h"
#endif // wxUSE_GUI
-#if wxUSE_LOG
- #include "wx/log.h"
+#include "wx/build.h"
+#include "wx/init.h" // we must declare wxEntry()
+
+class WXDLLIMPEXP_BASE wxAppConsole;
+class WXDLLIMPEXP_BASE wxAppTraits;
+class WXDLLIMPEXP_BASE wxCmdLineParser;
+class WXDLLIMPEXP_BASE wxLog;
+class WXDLLIMPEXP_BASE wxMessageOutput;
+
+// wxUSE_EVTLOOP_IN_APP is a temporary hack needed until all ports are updated
+// to use wxEventLoop, otherwise we get linking errors on wxMac, it's going to
+// disappear a.s.a.p.
+#ifdef __WXMAC__
+ #define wxUSE_EVTLOOP_IN_APP 0
+#else
+ #define wxUSE_EVTLOOP_IN_APP 1
+ class WXDLLEXPORT wxEventLoop;
#endif
+// ----------------------------------------------------------------------------
+// typedefs
+// ----------------------------------------------------------------------------
+
+// the type of the function used to create a wxApp object on program start up
+typedef wxAppConsole* (*wxAppInitializerFunction)();
+
// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------
-static const int wxPRINT_WINDOWS = 1;
-static const int wxPRINT_POSTSCRIPT = 2;
+enum
+{
+ wxPRINT_WINDOWS = 1,
+ wxPRINT_POSTSCRIPT = 2
+};
// ----------------------------------------------------------------------------
-// the common part of wxApp implementations for all platforms
+// wxAppConsole: wxApp for non-GUI applications
// ----------------------------------------------------------------------------
-class WXDLLEXPORT wxAppBase : public wxEvtHandler
+class WXDLLIMPEXP_BASE wxAppConsole : public wxEvtHandler
{
public:
- wxAppBase();
+ // ctor and dtor
+ wxAppConsole();
+ virtual ~wxAppConsole();
+
// the virtual functions which may/must be overridden in the derived class
// -----------------------------------------------------------------------
-#ifdef __DARWIN__
- virtual ~wxAppBase() { }
-#endif
- // called during the program initialization, returning FALSE from here
- // prevents the program from continuing - it's a good place to create
- // the top level program window and return TRUE.
- //
- // Override: always in GUI application, rarely in console ones.
+ // This is the very first function called for a newly created wxApp object,
+ // it is used by the library to do the global initialization. If, for some
+ // reason, you must override it (instead of just overriding OnInit(), as
+ // usual, for app-specific initializations), do not forget to call the base
+ // class version!
+ virtual bool Initialize(int& argc, wxChar **argv);
+
+ // This gives wxCocoa a chance to call OnInit() with a memory pool in place
+ virtual bool CallOnInit() { return OnInit(); }
+
+ // Called before OnRun(), this is a good place to do initialization -- if
+ // anything fails, return false from here to prevent the program from
+ // continuing. The command line is normally parsed here, call the base
+ // class OnInit() to do it.
virtual bool OnInit();
-#if wxUSE_GUI
- // a platform-dependent version of OnInit(): the code here is likely to
- // depend on the toolkit. default version does nothing.
- //
- // Override: rarely.
- virtual bool OnInitGui();
-#endif // wxUSE_GUI
+ // this is here only temporary hopefully (FIXME)
+ virtual bool OnInitGui() { return true; }
- // called to start program execution - the default version just enters
- // the main GUI loop in which events are received and processed until
- // the last window is not deleted (if GetExitOnFrameDelete) or
- // ExitMainLoop() is called. In console mode programs, the execution
- // of the program really starts here
- //
- // Override: rarely in GUI applications, always in console ones.
-#if wxUSE_GUI
- virtual int OnRun() { return MainLoop(); };
-#else // !GUI
+ // 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;
-#endif // wxUSE_GUI
- // called after the main loop termination. This is a good place for
- // cleaning up (it may be too late in dtor) and is also useful if you
- // want to return some non-default exit code - this is just the return
- // value of this method.
- //
- // Override: often.
+ // 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();
- // called when a fatal exception occurs, this function should take care
- // not to do anything which might provoke a nested exception! It may be
- // overridden if you wish to react somehow in non-default way (core
- // dump under Unix, application crash under Windows) to fatal program
- // errors, however extreme care should be taken if you don't want this
- // function to crash.
- //
- // Override: rarely.
+ // 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!
+ virtual void CleanUp();
+
+ // Called when a fatal exception occurs, this function should take care not
+ // to do anything which might provoke a nested exception! It may be
+ // overridden if you wish to react somehow in non-default way (core dump
+ // under Unix, application crash under Windows) to fatal program errors,
+ // however extreme care should be taken if you don't want this function to
+ // crash.
virtual void OnFatalException() { }
- // the worker functions - usually not used directly by the user code
- // -----------------------------------------------------------------
-
-#if wxUSE_GUI
- // execute the main GUI loop, the function returns when the loop ends
- virtual int MainLoop() = 0;
+#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();
- // exit the main GUI loop during the next iteration (i.e. it does not
- // stop the program immediately!)
- virtual void ExitMainLoop() = 0;
+ // 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
+ virtual void OnUnhandledException() { }
+#endif // wxUSE_EXCEPTIONS
- // returns TRUE if the program is initialized
- virtual bool Initialized() = 0;
+ // Called from wxExit() function, should terminate the application a.s.a.p.
+ virtual void Exit();
- // returns TRUE if there are unprocessed events in the event queue
- virtual bool Pending() = 0;
-
- // process the first event in the event queue (blocks until an event
- // apperas if there are none currently)
- virtual void Dispatch() = 0;
-#endif // wxUSE_GUI
// application info: name, description, vendor
// -------------------------------------------
// set/get the application name
wxString GetAppName() const
{
- if ( !m_appName )
- return m_className;
- else
- return m_appName;
+ return m_appName.empty() ? m_className : m_appName;
}
void SetAppName(const wxString& name) { m_appName = name; }
const wxString& GetVendorName() const { return m_vendorName; }
void SetVendorName(const wxString& name) { m_vendorName = name; }
-#if wxUSE_GUI
- // top level window functions
- // --------------------------
-
- // return TRUE if our app has focus
- virtual bool IsActive() const { return m_isActive; }
-
- // set the "main" top level window
- void SetTopWindow(wxWindow *win) { m_topWindow = win; }
-
- // return the "main" top level window (if it hadn't been set previously
- // with SetTopWindow(), will return just some top level window and, if
- // there are none, will return NULL)
- virtual wxWindow *GetTopWindow() const
- {
- if (m_topWindow)
- return m_topWindow;
- else if (wxTopLevelWindows.GetCount() > 0)
- return wxTopLevelWindows.GetFirst()->GetData();
- else
- return (wxWindow *)NULL;
- }
-
- // control the exit behaviour: by default, the program will exit the
- // main loop (and so, usually, terminate) when the last top-level
- // program window is deleted. Beware that if you disabel this (with
- // SetExitOnFrameDelete(FALSE)), you'll have to call ExitMainLoop()
- // explicitly from somewhere.
- void SetExitOnFrameDelete(bool flag) { m_exitOnFrameDelete = flag; }
- bool GetExitOnFrameDelete() const { return m_exitOnFrameDelete; }
-
-#endif // wxUSE_GUI
// cmd line parsing stuff
// ----------------------
#if wxUSE_CMDLINE_PARSER
// this one is called from OnInit() to add all supported options
- // to the given parser
+ // to the given parser (don't forget to call the base class version if you
+ // override it!)
virtual void OnInitCmdLine(wxCmdLineParser& parser);
- // called after successfully parsing the command line, return TRUE
- // to continue and FALSE to exit
+ // called after successfully parsing the command line, return true
+ // to continue and false to exit (don't forget to call the base class
+ // version if you override it!)
virtual bool OnCmdLineParsed(wxCmdLineParser& parser);
- // called if "--help" option was specified, return TRUE to continue
- // and FALSE to exit
+ // called if "--help" option was specified, return true to continue
+ // and false to exit
virtual bool OnCmdLineHelp(wxCmdLineParser& parser);
// called if incorrect command line options were given, return
- // FALSE to abort and TRUE to continue
+ // false to abort and true to continue
virtual bool OnCmdLineError(wxCmdLineParser& parser);
#endif // wxUSE_CMDLINE_PARSER
+
// miscellaneous customization functions
// -------------------------------------
+ // create the app traits object to which we delegate for everything which
+ // 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
+ wxAppTraits *GetTraits();
+
+ // the functions below shouldn't be used now that we have wxAppTraits
+#if WXWIN_COMPATIBILITY_2_4
+
#if wxUSE_LOG
// override this function to create default log target of arbitrary
// user-defined class (default implementation creates a wxLogGui
- // object) - this log object is used by default by all wxLogXXX()
+ // object) -- this log object is used by default by all wxLogXXX()
// functions.
- virtual wxLog *CreateLogTarget()
- #if wxUSE_GUI && wxUSE_LOGGUI && !defined(__WXMICROWIN__)
- { return new wxLogGui; }
- #else // !GUI
- { return new wxLogStderr; }
- #endif // wxUSE_GUI
+ virtual wxLog *CreateLogTarget();
#endif // wxUSE_LOG
-#if wxUSE_GUI
- // get the standard icon used by wxWin dialogs - this allows the user
- // to customize the standard dialogs. The 'which' parameter is one of
- // wxICON_XXX values
- virtual wxIcon GetStdIcon(int which) const = 0;
+ // similar to CreateLogTarget() but for the global wxMessageOutput
+ // object
+ virtual wxMessageOutput *CreateMessageOutput();
- // VZ: what does this do exactly?
- void SetWantDebugOutput( bool flag ) { m_wantDebugOutput = flag; }
- bool GetWantDebugOutput() const { return m_wantDebugOutput; }
+#endif // WXWIN_COMPATIBILITY_2_4
- // set use of best visual flag (see below)
- void SetUseBestVisual( bool flag ) { m_useBestVisual = flag; }
- bool GetUseBestVisual() const { return m_useBestVisual; }
- // set/get printing mode: see wxPRINT_XXX constants.
- //
- // default behaviour is the normal one for Unix: always use PostScript
- // printing.
- virtual void SetPrintMode(int WXUNUSED(mode)) { }
- int GetPrintMode() const { return wxPRINT_POSTSCRIPT; }
+ // event processing functions
+ // --------------------------
+
+ // this method allows to filter all the events processed by the program, so
+ // you should try to return quickly from it to avoid slowing down the
+ // program to the crawl
+ //
+ // return value should be -1 to continue with the normal event processing,
+ // or TRUE or FALSE to stop further processing and pretend that the event
+ // had been already processed or won't be processed at all, respectively
+ virtual int FilterEvent(wxEvent& event);
+
+#if wxUSE_EXCEPTIONS
+ // call the specified handler on the given object with the given event
+ //
+ // this method only exists to allow catching the exceptions thrown by any
+ // event handler, it would lead to an extra (useless) virtual function call
+ // if the exceptions were not used, so it doesn't even exist in that case
+ virtual void HandleEvent(wxEvtHandler *handler,
+ wxEventFunction func,
+ wxEvent& event) const;
+#endif // wxUSE_EXCEPTIONS
+
+ // 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();
+
+ // 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() { }
+
+ // this is just a convenience: by providing its implementation here we
+ // avoid #ifdefs in the code using it
+ static bool IsMainLoopRunning() { return false; }
- // called by toolkit-specific code to set the app status: active (we have
- // focus) or not and also the last window which had focus before we were
- // deactivated
- virtual void SetActive(bool isActive, wxWindow *lastFocus);
-#endif // wxUSE_GUI
// debugging support
// -----------------
// 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)
+ //
+ // the arguments are the place where the assert occured, the text of the
+ // assert itself and the user-specified message
#ifdef __WXDEBUG__
- virtual void OnAssert(const wxChar *file, int line, const wxChar *msg);
+ virtual void OnAssert(const wxChar *file,
+ 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
+ // options of the library and abort if it doesn't
+ static bool CheckBuildOptions(const char *optionsSignature,
+ const char *componentName);
+#if WXWIN_COMPATIBILITY_2_4
+ static bool CheckBuildOptions(const wxBuildOptions& buildOptions)
+ {
+ return CheckBuildOptions(buildOptions.m_signature, "your program");
+ }
+#endif
+
// implementation only from now on
// -------------------------------
// helpers for dynamic wxApp construction
static void SetInitializerFunction(wxAppInitializerFunction fn)
- { m_appInitFn = fn; }
+ { ms_appInitFn = fn; }
static wxAppInitializerFunction GetInitializerFunction()
- { return m_appInitFn; }
+ { return ms_appInitFn; }
+
+ // accessors for ms_appInstance field (external code might wish to modify
+ // it, this is why we provide a setter here as well, but you should really
+ // know what you're doing if you call it), wxTheApp is usually used instead
+ // of GetInstance()
+ static wxAppConsole *GetInstance() { return ms_appInstance; }
+ static void SetInstance(wxAppConsole *app) { ms_appInstance = app; }
- // process all events in the wxPendingEvents list
- virtual void ProcessPendingEvents();
- // access to the command line arguments
+ // command line arguments (public for backwards compatibility)
int argc;
wxChar **argv;
protected:
+ // the function which creates the traits object when GetTraits() needs it
+ // for the first time
+ virtual wxAppTraits *CreateTraits();
+
+
// function used for dynamic wxApp creation
- static wxAppInitializerFunction m_appInitFn;
+ static wxAppInitializerFunction ms_appInitFn;
+
+ // the one and only global application object
+ static wxAppConsole *ms_appInstance;
+
// application info (must be set from the user code)
wxString m_vendorName, // vendor name (ACME Inc)
m_appName, // app name
m_className; // class name
- // TRUE if the application wants to get debug output
- bool m_wantDebugOutput;
+ // the class defining the application behaviour, NULL initially and created
+ // by GetTraits() when first needed
+ wxAppTraits *m_traits;
+
+
+ // the application object is a singleton anyhow, there is no sense in
+ // copying it
+ DECLARE_NO_COPY_CLASS(wxAppConsole)
+};
+
+// ----------------------------------------------------------------------------
+// wxAppBase: the common part of wxApp implementations for all platforms
+// ----------------------------------------------------------------------------
#if wxUSE_GUI
- // the main top level window - may be NULL
+
+class WXDLLIMPEXP_CORE wxAppBase : public wxAppConsole
+{
+public:
+ wxAppBase();
+ virtual ~wxAppBase();
+
+ // the virtual functions which may/must be overridden in the derived class
+ // -----------------------------------------------------------------------
+
+ // very first initialization function
+ //
+ // Override: very rarely
+ virtual bool Initialize(int& argc, wxChar **argv);
+
+ // a platform-dependent version of OnInit(): the code here is likely to
+ // depend on the toolkit. default version does nothing.
+ //
+ // Override: rarely.
+ virtual bool OnInitGui();
+
+ // called to start program execution - the default version just enters
+ // the main GUI loop in which events are received and processed until
+ // the last window is not deleted (if GetExitOnFrameDelete) or
+ // ExitMainLoop() is called. In console mode programs, the execution
+ // of the program really starts here
+ //
+ // Override: rarely in GUI applications, always in console ones.
+ virtual int OnRun();
+
+ // a matching function for OnInit()
+ virtual int OnExit();
+
+ // very last clean up function
+ //
+ // Override: very rarely
+ virtual void CleanUp();
+
+
+ // 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()
+ {
+#if wxUSE_EVTLOOP_IN_APP
+ wxAppBase *app = wx_static_cast(wxAppBase *, GetInstance());
+ return app && app->m_mainLoop != NULL;
+#else
+ return false;
+#endif
+ }
+
+ // 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
+ //
+ // 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!
+ virtual bool Yield(bool onlyIfNeeded = false) = 0;
+
+ // 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);
+
+ // Perform standard OnIdle behaviour: call from port's OnIdle
+ void OnIdle(wxIdleEvent& event);
+
+
+ // top level window functions
+ // --------------------------
+
+ // return true if our app has focus
+ virtual bool IsActive() const { return m_isActive; }
+
+ // set the "main" top level window
+ void SetTopWindow(wxWindow *win) { m_topWindow = win; }
+
+ // return the "main" top level window (if it hadn't been set previously
+ // with SetTopWindow(), will return just some top level window and, if
+ // there are none, will return NULL)
+ virtual wxWindow *GetTopWindow() const
+ {
+ if (m_topWindow)
+ return m_topWindow;
+ else if (wxTopLevelWindows.GetCount() > 0)
+ return wxTopLevelWindows.GetFirst()->GetData();
+ else
+ return (wxWindow *)NULL;
+ }
+
+ // control the exit behaviour: by default, the program will exit the
+ // main loop (and so, usually, terminate) when the last top-level
+ // program window is deleted. Beware that if you disable this behaviour
+ // (with SetExitOnFrameDelete(false)), you'll have to call
+ // ExitMainLoop() explicitly from somewhere.
+ void SetExitOnFrameDelete(bool flag)
+ { m_exitOnFrameDelete = flag ? Yes : No; }
+ bool GetExitOnFrameDelete() const
+ { return m_exitOnFrameDelete == Yes; }
+
+
+ // display mode, visual, printing mode, ...
+ // ------------------------------------------------------------------------
+
+ // Get display mode that is used use. This is only used in framebuffer
+ // wxWin ports (such as wxMGL).
+ virtual wxVideoMode GetDisplayMode() const { return wxVideoMode(); }
+ // Set display mode to use. This is only used in framebuffer wxWin
+ // ports (such as wxMGL). This method should be called from
+ // wxApp::OnInitGui
+ virtual bool SetDisplayMode(const wxVideoMode& WXUNUSED(info)) { return true; }
+
+ // set use of best visual flag (see below)
+ void SetUseBestVisual( bool flag ) { m_useBestVisual = flag; }
+ bool GetUseBestVisual() const { return m_useBestVisual; }
+
+ // set/get printing mode: see wxPRINT_XXX constants.
+ //
+ // default behaviour is the normal one for Unix: always use PostScript
+ // printing.
+ virtual void SetPrintMode(int WXUNUSED(mode)) { }
+ int GetPrintMode() const { return wxPRINT_POSTSCRIPT; }
+
+
+ // command line parsing (GUI-specific)
+ // ------------------------------------------------------------------------
+
+#if wxUSE_CMDLINE_PARSER
+ virtual bool OnCmdLineParsed(wxCmdLineParser& parser);
+ virtual void OnInitCmdLine(wxCmdLineParser& parser);
+#endif
+
+ // miscellaneous other stuff
+ // ------------------------------------------------------------------------
+
+ // called by toolkit-specific code to set the app status: active (we have
+ // focus) or not and also the last window which had focus before we were
+ // deactivated
+ virtual void SetActive(bool isActive, wxWindow *lastFocus);
+
+ // OBSOLETE: don't use, always returns true
+ //
+ // returns true if the program is successfully initialized
+ bool Initialized() { return true; }
+
+
+protected:
+ // delete all objects in wxPendingDelete list
+ void DeletePendingObjects();
+
+ // override base class method to use GUI traits
+ virtual wxAppTraits *CreateTraits();
+
+
+#if wxUSE_EVTLOOP_IN_APP
+ // 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;
+#endif // wxUSE_EVTLOOP_IN_APP
+
+ // the main top level window (may be NULL)
wxWindow *m_topWindow;
- // if TRUE, exit the main loop when the last top level window is deleted
- bool m_exitOnFrameDelete;
+ // if Yes, exit the main loop when the last top level window is deleted, if
+ // No don't do it and if Later -- only do it once we reach our OnRun()
+ //
+ // the explanation for using this strange scheme is given in appcmn.cpp
+ enum
+ {
+ Later = -1,
+ No,
+ Yes
+ } m_exitOnFrameDelete;
- // TRUE if the apps whats to use the best visual on systems where
+ // true if the apps whats to use the best visual on systems where
// more than one are available (Sun, SGI, XFree86 4.0 ?)
bool m_useBestVisual;
// does any of our windows has focus?
bool m_isActive;
-#endif // wxUSE_GUI
+
+
+ DECLARE_NO_COPY_CLASS(wxAppBase)
};
+#endif // wxUSE_GUI
+
// ----------------------------------------------------------------------------
// now include the declaration of the real class
// ----------------------------------------------------------------------------
#if wxUSE_GUI
- #if defined(__WXMSW__)
+ #if defined(__PALMOS__)
+ #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(__WXQT__)
- #include "wx/qt/app.h"
#elif defined(__WXGTK__)
#include "wx/gtk/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"
- #elif defined(__WXSTUBS__)
- #include "wx/stubs/app.h"
#endif
#else // !GUI
- // can't use typedef because wxApp forward declared as a class
- class WXDLLEXPORT wxApp : public wxAppBase
- {
- };
+ // allow using just wxApp (instead of wxAppConsole) in console programs
+ typedef wxAppConsole wxApp;
#endif // GUI/!GUI
// ----------------------------------------------------------------------------
// the global data
// ----------------------------------------------------------------------------
-// the one and only application object - use of wxTheApp in application code
-// is discouraged, consider using DECLARE_APP() after which you may call
-// wxGetApp() which will return the object of the correct type (i.e. MyApp and
-// not wxApp)
-WXDLLEXPORT_DATA(extern wxApp*) wxTheApp;
+// for compatibility, we define this macro to access the global application
+// 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
+// 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
+// console mode it does nothing at all
+#define wxTheApp ((wxApp *)wxApp::GetInstance())
// ----------------------------------------------------------------------------
// global functions
// ------------------------------------------------------
// Force an exit from main loop
-extern void WXDLLEXPORT wxExit();
+extern void WXDLLIMPEXP_BASE wxExit();
// Yield to other apps/messages
-extern bool WXDLLEXPORT wxYield();
+extern bool WXDLLIMPEXP_BASE wxYield();
// Yield to other apps/messages
-extern void WXDLLEXPORT wxWakeUpIdle();
-
-// Post a message to the given eventhandler which will be processed during the
-// next event loop iteration
-inline void wxPostEvent(wxEvtHandler *dest, wxEvent& event)
-{
- wxCHECK_RET( dest, wxT("need an object to post event to in wxPostEvent") );
-
-#if wxUSE_GUI
- dest->AddPendingEvent(event);
-#else
- dest->ProcessEvent(event);
-#endif // wxUSE_GUI
-}
-
-// console applications may avoid using DECLARE_APP and IMPLEMENT_APP macros
-// and call these functions instead at the program startup and termination
-// -------------------------------------------------------------------------
-
-#if !wxUSE_GUI
-
-// initialize the library (may be called as many times as needed, but each
-// call to wxInitialize() must be matched by wxUninitialize())
-extern bool WXDLLEXPORT wxInitialize();
-
-// clean up - the library can't be used any more after the last call to
-// wxUninitialize()
-extern void WXDLLEXPORT wxUninitialize();
-
-// create an object of this class on stack to initialize/cleanup thel ibrary
-// automatically
-class WXDLLEXPORT wxInitializer
-{
-public:
- // initialize the library
- wxInitializer() { m_ok = wxInitialize(); }
-
- // has the initialization been successful? (explicit test)
- bool IsOk() const { return m_ok; }
-
- // has the initialization been successful? (implicit test)
- operator bool() const { return m_ok; }
-
- // dtor only does clean up if we initialized the library properly
- ~wxInitializer() { if ( m_ok ) wxUninitialize(); }
-
-private:
- bool m_ok;
-};
-
-#endif // !wxUSE_GUI
+extern void WXDLLIMPEXP_BASE wxWakeUpIdle();
// ----------------------------------------------------------------------------
// macros for dynamic creation of the application object
// creator function. wxApp can then call this function to create a new app
// object. Convoluted, but necessary.
-class WXDLLEXPORT wxAppInitializer
+class WXDLLIMPEXP_BASE wxAppInitializer
{
public:
wxAppInitializer(wxAppInitializerFunction fn)
{ wxApp::SetInitializerFunction(fn); }
};
-// Here's a macro 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.
-
-#if !wxUSE_GUI || defined(__WXMOTIF__) || defined(__WXGTK__) || defined(__WXPM__)
- #define IMPLEMENT_WXWIN_MAIN \
- extern int wxEntry( int argc, char *argv[] ); \
- int main(int argc, char *argv[]) { return wxEntry(argc, argv); }
-#elif defined(__WXMAC__) && defined(__UNIX__)
- // wxMac seems to have a specific wxEntry prototype
- #define IMPLEMENT_WXWIN_MAIN \
- extern int wxEntry( int argc, char *argv[], bool enterLoop = 1 ); \
- int main(int argc, char *argv[]) { return wxEntry(argc, argv); }
-#elif defined(__WXMSW__) && defined(WXUSINGDLL)
- // NT defines APIENTRY, 3.x not
- #if !defined(WXAPIENTRY)
- #define WXAPIENTRY WXFAR wxSTDCALL
- #endif
+// the code below defines a IMPLEMENT_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.
- #include <windows.h>
- #include "wx/msw/winundef.h"
-
- #define IMPLEMENT_WXWIN_MAIN \
- extern "C" int WXAPIENTRY WinMain(HINSTANCE hInstance,\
- HINSTANCE hPrevInstance,\
- LPSTR m_lpCmdLine, int nCmdShow)\
- {\
- return wxEntry((WXHINSTANCE) hInstance,\
- (WXHINSTANCE) hPrevInstance,\
- m_lpCmdLine, nCmdShow);\
- }
-#else
- #define IMPLEMENT_WXWIN_MAIN
-#endif
+#define IMPLEMENT_WXWIN_MAIN_CONSOLE \
+ int main(int argc, char **argv) { return wxEntry(argc, argv); }
+
+// port-specific header could have defined it already in some special wau
+#ifndef IMPLEMENT_WXWIN_MAIN
+ #define IMPLEMENT_WXWIN_MAIN IMPLEMENT_WXWIN_MAIN_CONSOLE
+#endif // defined(IMPLEMENT_WXWIN_MAIN)
#ifdef __WXUNIVERSAL__
#include "wx/univ/theme.h"
// 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) \
- wxApp *wxCreateApp() { return new appname; } \
- wxAppInitializer wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \
+#define IMPLEMENT_APP_NO_MAIN(appname) \
+ wxAppConsole *wxCreateApp() \
+ { \
+ wxAppConsole::CheckBuildOptions(WX_BUILD_OPTIONS_SIGNATURE, \
+ "your program"); \
+ return new appname; \
+ } \
+ wxAppInitializer \
+ wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \
appname& wxGetApp() { return *(appname *)wxTheApp; }
// Same as IMPLEMENT_APP() normally but doesn't include themes support in
IMPLEMENT_APP_NO_THEMES(appname) \
IMPLEMENT_WX_THEME_SUPPORT
+// Same as IMPLEMENT_APP(), but for console applications.
+#define IMPLEMENT_APP_CONSOLE(appname) \
+ IMPLEMENT_APP_NO_MAIN(appname) \
+ IMPLEMENT_WXWIN_MAIN_CONSOLE
+
// this macro can be used multiple times and just allows you to use wxGetApp()
// function
#define DECLARE_APP(appname) extern appname& wxGetApp();
-#endif
- // _WX_APP_H_BASE_
+#endif // _WX_APP_H_BASE_
+