+ // 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; }
+
+ // set/get the app class name
+ wxString GetClassName() const { return m_className; }
+ void SetClassName(const wxString& name) { m_className = name; }
+
+ // set/get the vendor name
+ const wxString& GetVendorName() const { return m_vendorName; }
+ void SetVendorName(const wxString& name) { m_vendorName = name; }
+
+ // set/get the vendor display name: the display name is shown
+ // in titles/reports/dialogs to the user, while the vendor name
+ // is used in some areas such as wxConfig, wxStandardPaths, etc
+ const wxString& GetVendorDisplayName() const
+ {
+ return m_vendorDisplayName.empty() ? GetVendorName()
+ : m_vendorDisplayName;
+ }
+ void SetVendorDisplayName(const wxString& name)
+ {
+ m_vendorDisplayName = name;
+ }
+
+
+ // cmd line parsing stuff
+ // ----------------------
+
+ // all of these methods may be overridden in the derived class to
+ // customize the command line parsing (by default only a few standard
+ // options are handled)
+ //
+ // you also need to call wxApp::OnInit() from YourApp::OnInit() for all
+ // this to work
+
+#if wxUSE_CMDLINE_PARSER
+ // this one is called from OnInit() to add all supported options
+ // 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 (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
+ virtual bool OnCmdLineHelp(wxCmdLineParser& parser);
+
+ // called if incorrect command line options were given, return
+ // 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 facade
+ wxAppTraits *GetTraits();
+
+ // this function provides safer access to traits object than
+ // wxTheApp->GetTraits() during startup or termination when the global
+ // application object itself may be unavailable
+ //
+ // of course, it still returns NULL in this case and the caller must check
+ // 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
+ // --------------------------
+
+ // 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);
+
+ // 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
+ //
+ // this is a generalization of HandleEvent() below and the base class
+ // implementation of CallEventHandler() still calls HandleEvent() for
+ // compatibility for functors which are just wxEventFunctions (i.e. methods
+ // of wxEvtHandler)
+ virtual void CallEventHandler(wxEvtHandler *handler,
+ wxEventFunctor& functor,
+ wxEvent& event) const;
+
+ // 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;
+
+ // Called when an unhandled C++ exception occurs inside OnRun(): note that
+ // 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();
+
+ // 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
+
+
+ // pending events
+ // --------------
+
+ // 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.
+ virtual void ProcessPendingEvents();
+
+ // check if there are pending events on global pending event list
+ bool HasPendingEvents() const;
+
+ // temporary suspends processing of the pending events
+ void SuspendProcessingOfPendingEvents();
+
+ // resume processing of the pending events previously stopped because of a
+ // call to SuspendProcessingOfPendingEvents()
+ void ResumeProcessingOfPendingEvents();
+
+ // called by ~wxEvtHandler to (eventually) remove the handler from the list of
+ // the handlers with pending events
+ void RemovePendingEventHandler(wxEvtHandler* toRemove);
+
+ // adds an event handler to the list of the handlers with pending events
+ void AppendPendingEventHandler(wxEvtHandler* toAppend);
+
+ // 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);
+
+ // deletes the current pending events
+ void DeletePendingEvents();
+
+
+ // 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();
+
+ 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
+ // -----------------
+
+ // 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 location of the failed assert (func may be empty
+ // if the compiler doesn't support C99 __FUNCTION__), the text of the
+ // assert itself and the user-specified message
+ virtual void OnAssertFailure(const wxChar *file,
+ int line,
+ const wxChar *func,
+ const wxChar *cond,
+ const wxChar *msg);
+
+ // old version of the function without func parameter, for compatibility
+ // only, override OnAssertFailure() in the new code
+ virtual void OnAssert(const wxChar *file,
+ int line,
+ const wxChar *cond,
+ const wxChar *msg);
+
+ // 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);
+
+ // implementation only from now on
+ // -------------------------------
+
+ // helpers for dynamic wxApp construction
+ static void SetInitializerFunction(wxAppInitializerFunction fn)
+ { ms_appInitFn = fn; }
+ static wxAppInitializerFunction GetInitializerFunction()
+ { 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; }
+
+
+ // command line arguments (public for backwards compatibility)
+ int argc;
+
+ // this object is implicitly convertible to either "char**" (traditional
+ // type of argv parameter of main()) or to "wchar_t **" (for compatibility
+ // with Unicode build in previous wx versions and because the command line
+ // can, in pr
+#if wxUSE_UNICODE
+ wxCmdLineArgsArray argv;
+#else
+ char **argv;
+#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();
+
+ // function used for dynamic wxApp creation
+ static wxAppInitializerFunction ms_appInitFn;
+
+ // 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")
+ m_vendorDisplayName, // vendor display name (e.g. "ACME Inc")
+ m_appName, // app name ("myapp")
+ m_appDisplayName, // app display name ("My Application")
+ m_className; // class name
+
+ // the class defining the application behaviour, NULL initially and created
+ // 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;
+
+
+ // pending events management vars:
+
+ // the array of the handlers with pending events which needs to be processed
+ // inside ProcessPendingEvents()
+ 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
+
+ // 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
+ wxDECLARE_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
+// ----------------------------------------------------------------------------