X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/750b78ba359e7d30c7d3ad49d268923e986268cb..c232dfe592d5f766c33ef91ac38fda44b10b1236:/include/wx/app.h diff --git a/include/wx/app.h b/include/wx/app.h index 64b479d1f0..f19a633abe 100644 --- a/include/wx/app.h +++ b/include/wx/app.h @@ -1,98 +1,735 @@ ///////////////////////////////////////////////////////////////////////////// -// Name: app.h -// Purpose: wxApp inclusion +// 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 -// Licence: wxWindows licence +// Copyright: (c) Julian Smart +// Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifndef _WX_APP_H_BASE_ #define _WX_APP_H_BASE_ -#ifdef __WXMSW__ -class WXDLLEXPORT wxApp; -typedef wxApp* (*wxAppInitializerFunction) (void); +// ---------------------------------------------------------------------------- +// headers we have to include here +// ---------------------------------------------------------------------------- + +#include "wx/event.h" // for the base class +#include "wx/build.h" +#include "wx/cmdargs.h" // for wxCmdLineArgsArray used by wxApp::argv +#include "wx/init.h" // we must declare wxEntry() +#include "wx/intl.h" // for wxLayoutDirection + +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 wxVideoMode; +#endif + +// ---------------------------------------------------------------------------- +// typedefs +// ---------------------------------------------------------------------------- + +// the type of the function used to create a wxApp object on program start up +typedef wxAppConsole* (*wxAppInitializerFunction)(); + +// ---------------------------------------------------------------------------- +// constants +// ---------------------------------------------------------------------------- + +enum +{ + wxPRINT_WINDOWS = 1, + wxPRINT_POSTSCRIPT = 2 +}; + +// ---------------------------------------------------------------------------- +// wxAppConsoleBase: wxApp for non-GUI applications +// ---------------------------------------------------------------------------- + +class WXDLLIMPEXP_BASE wxAppConsoleBase : public wxEvtHandler +{ +public: + // ctor and dtor + wxAppConsoleBase(); + virtual ~wxAppConsoleBase(); + + + // the virtual functions which may/must be overridden in the derived class + // ----------------------------------------------------------------------- + + // 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(); + + // 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 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 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() { } + + // Called from wxExit() function, should terminate the application a.s.a.p. + virtual void Exit(); + + + // application info: name, description, vendor + // ------------------------------------------- + + // NB: all these should be set by the application itself, there are no + // reasonable default except for the application name which is taken to + // be argv[0] + + // set/get the application name + wxString GetAppName() const + { + return m_appName.empty() ? m_className : m_appName; + } + 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() : m_appDisplayName; + } + 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(); + + + // 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; + + // 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(); +#endif // wxUSE_EXCEPTIONS + + // event processing functions + // -------------------------- + + // return true if we're running event loop, i.e. if the events can + // (already) be dispatched + static bool IsMainLoopRunning(); + + // 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(); + + // check if there are pending events on global pending event list + bool HasPendingEvents() const; + + // 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(); + + // execute the main GUI loop, the function returns when the loop ends + virtual int MainLoop(); + + // 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(); + + // 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(); + +#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 + + // 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) + // + // 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); +#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); + + // 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: + // 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; + + // the application object is a singleton anyhow, there is no sense in + // copying it + DECLARE_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 -#include "wx/object.h" +// ---------------------------------------------------------------------------- +// wxAppBase: the common part of wxApp implementations for all platforms +// ---------------------------------------------------------------------------- + +#if wxUSE_GUI + +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 + // ----------------------------------------------------------------- + + + + // 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); + + + // 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; + + // 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 or wxDFB). + virtual wxVideoMode GetDisplayMode() const; + // Set display mode to use. This is only used in framebuffer wxWin + // ports (such as wxMGL or wxDFB). 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, bool forceTrueColour = false ) + { m_useBestVisual = flag; m_forceTrueColour = forceTrueColour; } + 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; } + + // Return the layout direction for the current locale or wxLayout_Default + // if it's unknown + virtual wxLayoutDirection GetLayoutDirection() const; + + // Change the theme used by the application, return true on success. + virtual bool SetNativeTheme(const wxString& WXUNUSED(theme)) { return false; } -#ifndef __WXMSW__ -typedef wxObject* (*wxAppInitializerFunction) (void); // returning wxApp* won't work with gcc + + // command line parsing (GUI-specific) + // ------------------------------------------------------------------------ + +#if wxUSE_CMDLINE_PARSER + virtual bool OnCmdLineParsed(wxCmdLineParser& parser); + virtual void OnInitCmdLine(wxCmdLineParser& parser); #endif -#if defined(__WXMSW__) -#include "wx/msw/app.h" + // 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); + +#if WXWIN_COMPATIBILITY_2_6 + // OBSOLETE: don't use, always returns true + // + // returns true if the program is successfully initialized + wxDEPRECATED( bool Initialized() ); +#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(); + + + // the main top level window (may be NULL) + wxWindow *m_topWindow; + + // 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 app wants to use the best visual on systems where + // more than one are available (Sun, SGI, XFree86 4.0 ?) + bool m_useBestVisual; + // force TrueColour just in case "best" isn't TrueColour + bool m_forceTrueColour; + + // does any of our windows have focus? + bool m_isActive; + + + DECLARE_NO_COPY_CLASS(wxAppBase) +}; + +#if WXWIN_COMPATIBILITY_2_6 + inline bool wxAppBase::Initialized() { return true; } +#endif // WXWIN_COMPATIBILITY_2_6 + +// ---------------------------------------------------------------------------- +// now include the declaration of the real class +// ---------------------------------------------------------------------------- + +#if defined(__WXPALMOS__) + #include "wx/palmos/app.h" +#elif defined(__WXMSW__) + #include "wx/msw/app.h" #elif defined(__WXMOTIF__) -#include "wx/motif/app.h" -#elif defined(__WXQT__) -#include "wx/qt/app.h" + #include "wx/motif/app.h" +#elif defined(__WXMGL__) + #include "wx/mgl/app.h" +#elif defined(__WXDFB__) + #include "wx/dfb/app.h" +#elif defined(__WXGTK20__) + #include "wx/gtk/app.h" #elif defined(__WXGTK__) -#include "wx/gtk/app.h" + #include "wx/gtk1/app.h" +#elif defined(__WXX11__) + #include "wx/x11/app.h" #elif defined(__WXMAC__) -#include "wx/mac/app.h" -#elif defined(__WXSTUBS__) -#include "wx/stubs/app.h" + #include "wx/mac/app.h" +#elif defined(__WXCOCOA__) + #include "wx/cocoa/app.h" +#elif defined(__WXPM__) + #include "wx/os2/app.h" #endif -// Having a global instance of this class allows -// wxApp to be aware of the app creator function. -// wxApp can then call this function to create a new -// app object. Convoluted, but necessary. +#else // !GUI + +// wxApp is defined in core and we cannot define another one in wxBase, +// so use the preprocessor to allow using wxApp in console programs too +#define wxApp wxAppConsole + +#endif // GUI/!GUI -class WXDLLEXPORT wxAppInitializer +// ---------------------------------------------------------------------------- +// the global data +// ---------------------------------------------------------------------------- + +// 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 wx_static_cast(wxApp*, wxApp::GetInstance()) + +// ---------------------------------------------------------------------------- +// global functions +// ---------------------------------------------------------------------------- + +// event loop related functions only work in GUI programs +// ------------------------------------------------------ + +// Force an exit from main loop +extern void WXDLLIMPEXP_BASE wxExit(); + +// avoid redeclaring this function here if it had been already declated by +// wx/utils.h, this results in warnings from g++ with -Wredundant-decls +#ifndef wx_YIELD_DECLARED +#define wx_YIELD_DECLARED + +// Yield to other apps/messages +extern bool WXDLLIMPEXP_BASE wxYield(); + +#endif // wx_YIELD_DECLARED + +// Yield to other apps/messages +extern void WXDLLIMPEXP_BASE wxWakeUpIdle(); + +// ---------------------------------------------------------------------------- +// macros for dynamic creation of the application object +// ---------------------------------------------------------------------------- + +// Having a global instance of this class allows wxApp to be aware of the app +// creator function. wxApp can then call this function to create a new app +// object. Convoluted, but necessary. + +class WXDLLIMPEXP_BASE wxAppInitializer { public: - wxAppInitializer(wxAppInitializerFunction fn) - { - wxApp::SetInitializerFunction(fn); - } + 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 defined(__AIX__) || defined(__HPUX__) -#define IMPLEMENT_WXWIN_MAIN \ -extern int wxEntry( int argc, char *argv[] ); \ -int main(int argc, char *argv[]) { return wxEntry(argc, argv); } - -#elif defined(__WXMSW__) && defined(WXUSINGDLL) - -// NT defines APIENTRY, 3.x not -#if !defined(WXAPIENTRY) -# ifdef __WATCOMC__ -# define WXAPIENTRY PASCAL -# else -# define WXAPIENTRY FAR PASCAL -# endif -#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. + +#define IMPLEMENT_WXWIN_MAIN_CONSOLE \ + int main(int argc, char **argv) { return wxEntry(argc, argv); } -#define IMPLEMENT_WXWIN_MAIN \ -int WXAPIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,\ - LPSTR m_lpCmdLine, int nCmdShow )\ -{\ - return wxEntry((WXHINSTANCE) hInstance, (WXHINSTANCE) hPrevInstance,\ - m_lpCmdLine, nCmdShow);\ -} +// 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) +#ifdef __WXUNIVERSAL__ + #include "wx/univ/theme.h" + + #ifdef wxUNIV_DEFAULT_THEME + #define IMPLEMENT_WX_THEME_SUPPORT \ + WX_USE_THEME(wxUNIV_DEFAULT_THEME); + #else + #define IMPLEMENT_WX_THEME_SUPPORT + #endif #else -#define IMPLEMENT_WXWIN_MAIN + #define IMPLEMENT_WX_THEME_SUPPORT #endif -#define IMPLEMENT_APP(appname) \ - wxApp *wxCreateApp(void) { return new appname; } \ - wxAppInitializer wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \ - appname& wxGetApp(void) { return *(appname *)wxTheApp; } \ - IMPLEMENT_WXWIN_MAIN +// 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) \ + wxAppConsole *wxCreateApp() \ + { \ + wxAppConsole::CheckBuildOptions(WX_BUILD_OPTIONS_SIGNATURE, \ + "your program"); \ + return new appname; \ + } \ + wxAppInitializer \ + wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \ + DECLARE_APP(appname) \ + appname& wxGetApp() { return *wx_static_cast(appname*, wxApp::GetInstance()); } -#define DECLARE_APP(appname) \ - extern appname& wxGetApp(void) ; +// Same as IMPLEMENT_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 +// 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 -#endif - // _WX_APP_H_BASE_ +// 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(); + + +// declare the stuff defined by IMPLEMENT_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; + +#endif // _WX_APP_H_BASE_