X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/b76f0023ae275de2d71ed735a95d2ecb81d4ea74..173a5ddc77ceb29b7a0dba6d9feeea95ebbbd72b:/include/wx/app.h diff --git a/include/wx/app.h b/include/wx/app.h index 85ba83f552..271c4b1207 100644 --- a/include/wx/app.h +++ b/include/wx/app.h @@ -18,32 +18,29 @@ // ---------------------------------------------------------------------------- #include "wx/event.h" // for the base class - -#if wxUSE_GUI - #include "wx/window.h" // for wxTopLevelWindows - - #include "wx/vidmode.h" -#endif // wxUSE_GUI - +#include "wx/eventfilter.h" // (and another one) #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 +#include "wx/log.h" // for wxDISABLE_DEBUG_LOGGING_IN_RELEASE_BUILD() -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; +class WXDLLIMPEXP_FWD_BASE wxAppConsole; +class WXDLLIMPEXP_FWD_BASE wxAppTraits; +class WXDLLIMPEXP_FWD_BASE wxCmdLineParser; +class WXDLLIMPEXP_FWD_BASE wxEventLoopBase; +class WXDLLIMPEXP_FWD_BASE wxMessageOutput; + +#if wxUSE_GUI + struct WXDLLIMPEXP_FWD_CORE wxVideoMode; + 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 // ---------------------------------------------------------------------------- @@ -62,15 +59,25 @@ enum }; // ---------------------------------------------------------------------------- -// wxAppConsole: wxApp for non-GUI applications +// global variables // ---------------------------------------------------------------------------- -class WXDLLIMPEXP_BASE wxAppConsole : public wxEvtHandler +// 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 WXDLLIMPEXP_BASE wxAppConsoleBase : public wxEvtHandler, + public wxEventFilter { public: // ctor and dtor - wxAppConsole(); - virtual ~wxAppConsole(); + wxAppConsoleBase(); + virtual ~wxAppConsoleBase(); // the virtual functions which may/must be overridden in the derived class @@ -92,17 +99,25 @@ public: // class OnInit() to do it. virtual bool OnInit(); - // this is here only temproary 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() = 0; + 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! @@ -116,20 +131,6 @@ public: // crash. virtual void OnFatalException() { } -#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() { throw; } - - // 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 - // Called from wxExit() function, should terminate the application a.s.a.p. virtual void Exit(); @@ -142,12 +143,20 @@ public: // 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 + // + // 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; } @@ -156,6 +165,19 @@ public: 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 // ---------------------- @@ -173,17 +195,17 @@ public: // 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 + // 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 @@ -195,40 +217,48 @@ public: // 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 + // allows us to abstract the differences behind the common facade 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() - // functions. - virtual wxLog *CreateLogTarget(); -#endif // wxUSE_LOG - - // similar to CreateLogTarget() but for the global wxMessageOutput - // object - virtual wxMessageOutput *CreateMessageOutput(); + // 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(); -#endif // WXWIN_COMPATIBILITY_2_4 + // 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 + // Implement the inherited wxEventFilter method but just return -1 from it + // to indicate that default processing should take place. 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 @@ -237,19 +267,109 @@ public: 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 - // process all events in the wxPendingEvents list -- it is necessary to - // call this function to process posted events. This happens during each + + // 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(); - // doesn't do anything in this class, just a hook for GUI wxApp - virtual bool Yield(bool WXUNUSED(onlyIfNeeded) = false) { return true; } + // 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(); - // make sure that idle events are sent again - virtual void WakeUpIdle() { } + // 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 @@ -259,26 +379,27 @@ public: // 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 + // 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 -#ifdef __WXDEBUG__ + 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 + // 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); -#if WXWIN_COMPATIBILITY_2_4 - static bool CheckBuildOptions(const wxBuildOptions& buildOptions) - { - return CheckBuildOptions(buildOptions.m_signature, "your program"); - } -#endif // implementation only from now on // ------------------------------- @@ -298,37 +419,88 @@ public: // command line arguments (public for backwards compatibility) - int argc; - wxChar **argv; + 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 Inc) - m_appName, // app name - m_className; // class name + 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 - DECLARE_NO_COPY_CLASS(wxAppConsole) + wxDECLARE_NO_COPY_CLASS(wxAppConsoleBase); }; +#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 + class wxAppConsole : public wxAppConsoleBase { }; +#endif + // ---------------------------------------------------------------------------- // wxAppBase: the common part of wxApp implementations for all platforms // ---------------------------------------------------------------------------- @@ -376,55 +548,25 @@ public: // the worker functions - usually not used directly by the user code // ----------------------------------------------------------------- - // 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; + // safer alternatives to Yield(), using wxWindowDisabler + virtual bool SafeYield(wxWindow *win, bool onlyIfNeeded); + virtual bool SafeYieldFor(wxWindow *win, long eventsToProcess); // 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 + // 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); + // override base class version: GUI apps always use an event loop + virtual bool UsesEventLoop() const { return true; } // top level window functions // -------------------------- - // return TRUE if our app has focus + // return true if our app has focus virtual bool IsActive() const { return m_isActive; } // set the "main" top level window @@ -433,20 +575,12 @@ public: // 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; - } + 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 + // (with SetExitOnFrameDelete(false)), you'll have to call // ExitMainLoop() explicitly from somewhere. void SetExitOnFrameDelete(bool flag) { m_exitOnFrameDelete = flag ? Yes : No; } @@ -458,15 +592,16 @@ public: // ------------------------------------------------------------------------ // Get display mode that is used use. This is only used in framebuffer - // wxWin ports (such as wxMGL). - virtual wxVideoMode GetDisplayMode() const { return wxVideoMode(); } + // 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). This method should be called from + // ports (such as wxMGL or wxDFB). This method should be called from // wxApp::OnInitGui - virtual bool SetDisplayMode(const wxVideoMode& WXUNUSED(info)) { return TRUE; } + virtual bool SetDisplayMode(const wxVideoMode& WXUNUSED(info)) { return true; } // set use of best visual flag (see below) - void SetUseBestVisual( bool flag ) { m_useBestVisual = flag; } + 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. @@ -476,6 +611,13 @@ public: 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; } + // command line parsing (GUI-specific) // ------------------------------------------------------------------------ @@ -493,26 +635,18 @@ public: // 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 - bool Initialized() { return true; } - + 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(); -#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; @@ -527,44 +661,56 @@ protected: Yes } m_exitOnFrameDelete; - // TRUE if the apps whats to use the best visual on systems where + // 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 has focus? + // does any of our windows have focus? bool m_isActive; - - DECLARE_NO_COPY_CLASS(wxAppBase) + wxDECLARE_NO_COPY_CLASS(wxAppBase); }; -#endif // wxUSE_GUI +#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 wxUSE_GUI - #if 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(__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" - #endif +#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(__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/gtk1/app.h" +#elif defined(__WXX11__) + #include "wx/x11/app.h" +#elif defined(__WXMAC__) + #include "wx/osx/app.h" +#elif defined(__WXCOCOA__) + #include "wx/cocoa/app.h" +#elif defined(__WXPM__) + #include "wx/os2/app.h" +#endif + #else // !GUI - // allow using just wxApp (instead of wxAppConsole) in console programs - typedef wxAppConsole wxApp; + +// 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 // ---------------------------------------------------------------------------- @@ -575,12 +721,12 @@ protected: // 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 // console mode it does nothing at all -#define wxTheApp ((wxApp *)wxApp::GetInstance()) +#define wxTheApp static_cast(wxApp::GetInstance()) // ---------------------------------------------------------------------------- // global functions @@ -590,13 +736,20 @@ protected: // ------------------------------------------------------ // Force an exit from main loop -extern void WXDLLIMPEXP_BASE wxExit(); +WXDLLIMPEXP_BASE void wxExit(); + +// avoid redeclaring this function here if it had been already declared 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(); +WXDLLIMPEXP_CORE bool wxYield(); + +#endif // wx_YIELD_DECLARED // Yield to other apps/messages -extern void WXDLLIMPEXP_BASE wxWakeUpIdle(); +WXDLLIMPEXP_BASE void wxWakeUpIdle(); // ---------------------------------------------------------------------------- // macros for dynamic creation of the application object @@ -613,55 +766,39 @@ public: { 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. +// 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 wxIMPLEMENT_APP should add this code if required. -#define IMPLEMENT_WXWIN_MAIN_CONSOLE \ - int main(int argc, char **argv) { return wxEntry(argc, argv); } - -#if !wxUSE_GUI || !defined(__WXMSW__) - #define IMPLEMENT_WXWIN_MAIN \ - IMPLEMENT_WXWIN_MAIN_CONSOLE -#elif defined(__WXMSW__) - // we need HINSTANCE declaration to define WinMain() - #include "wx/msw/wrapwin.h" - - #ifdef SW_SHOWNORMAL - #define wxSW_SHOWNORMAL SW_SHOWNORMAL - #else - #define wxSW_SHOWNORMAL 0 - #endif +#define wxIMPLEMENT_WXWIN_MAIN_CONSOLE \ + int main(int argc, char **argv) \ + { \ + wxDISABLE_DEBUG_SUPPORT(); \ + \ + return wxEntry(argc, argv); \ + } - #define IMPLEMENT_WXWIN_MAIN \ - extern int wxEntry(HINSTANCE hInstance, \ - HINSTANCE hPrevInstance = NULL, \ - char *pCmdLine = NULL, \ - int nCmdShow = wxSW_SHOWNORMAL); \ - extern "C" int WINAPI WinMain(HINSTANCE hInstance, \ - HINSTANCE hPrevInstance, \ - char *lpCmdLine, \ - int nCmdShow) \ - { \ - return wxEntry(hInstance, hPrevInstance, lpCmdLine, nCmdShow); \ - } -#else - #define IMPLEMENT_WXWIN_MAIN -#endif +// port-specific header could have defined it already in some special way +#ifndef wxIMPLEMENT_WXWIN_MAIN + #define wxIMPLEMENT_WXWIN_MAIN wxIMPLEMENT_WXWIN_MAIN_CONSOLE +#endif // defined(wxIMPLEMENT_WXWIN_MAIN) #ifdef __WXUNIVERSAL__ #include "wx/univ/theme.h" - #define IMPLEMENT_WX_THEME_SUPPORT \ - WX_USE_THEME(win32); \ - WX_USE_THEME(gtk); + #ifdef wxUNIV_DEFAULT_THEME + #define wxIMPLEMENT_WX_THEME_SUPPORT \ + WX_USE_THEME(wxUNIV_DEFAULT_THEME); + #else + #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, \ @@ -670,28 +807,54 @@ public: } \ wxAppInitializer \ wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \ - appname& wxGetApp() { return *(appname *)wxTheApp; } + appname& wxGetApp() { return *static_cast(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() -#endif // _WX_APP_H_BASE_ +// 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_