wxWidgets/include/wx/app.h

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/////////////////////////////////////////////////////////////////////////////
// Name: 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
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_APP_H_BASE_
#define _WX_APP_H_BASE_
#ifdef __GNUG__
#pragma interface "appbase.h"
#endif
// ----------------------------------------------------------------------------
// typedefs
// ----------------------------------------------------------------------------
#ifdef __WXMSW__
class WXDLLEXPORT wxApp;
typedef wxApp* (*wxAppInitializerFunction)();
#else
// returning wxApp* won't work with gcc
#include "wx/object.h"
typedef wxObject* (*wxAppInitializerFunction)();
#endif
// ----------------------------------------------------------------------------
// headers we have to include here
// ----------------------------------------------------------------------------
#include "wx/event.h" // for the base class
#if wxUSE_GUI
#include "wx/window.h" // for wxTopLevelWindows
#endif // wxUSE_GUI
#if wxUSE_LOG
#include "wx/log.h"
#endif
// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------
static const int wxPRINT_WINDOWS = 1;
static const int wxPRINT_POSTSCRIPT = 2;
// ----------------------------------------------------------------------------
// the common part of wxApp implementations for all platforms
// ----------------------------------------------------------------------------
class WXDLLEXPORT wxAppBase : public wxEvtHandler
{
public:
// the virtual functions which may/must be overridden in the derived class
// -----------------------------------------------------------------------
// 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.
#if wxUSE_GUI
virtual bool OnInit() { return FALSE; };
#else // !GUI
virtual bool OnInit() { return TRUE; };
#endif // wxUSE_GUI
#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() { return TRUE; }
#endif // wxUSE_GUI
// 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
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.
virtual int OnExit() { return 0; }
// 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.
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;
// exit the main GUI loop during the next iteration (i.e. it does not
// stop the program immediately!)
virtual void ExitMainLoop() = 0;
// returns TRUE if the program is initialized
virtual bool Initialized() = 0;
// 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
// -------------------------------------------
// 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
{
if ( !m_appName )
return m_className;
else
return m_appName;
}
void SetAppName(const wxString& name) { m_appName = 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; }
#if wxUSE_GUI
// top level window functions
// --------------------------
// 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)
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
// miscellaneous customization functions
// -------------------------------------
#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()
#if wxUSE_GUI
{ return new wxLogGui; }
#else // !GUI
{ return new wxLogStderr; }
#endif // wxUSE_GUI
#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;
// VZ: what does this do exactly?
void SetWantDebugOutput( bool flag ) { m_wantDebugOutput = flag; }
bool GetWantDebugOutput() const { return m_wantDebugOutput; }
// 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; }
#endif // wxUSE_GUI
// implementation only from now on
// -------------------------------
// helpers for dynamic wxApp construction
static void SetInitializerFunction(wxAppInitializerFunction fn)
{ m_appInitFn = fn; }
static wxAppInitializerFunction GetInitializerFunction()
{ return m_appInitFn; }
// process all events in the wxPendingEvents list
virtual void ProcessPendingEvents();
// access to the command line arguments
int argc;
wxChar **argv;
//private:
protected:
// function used for dynamic wxApp creation
static wxAppInitializerFunction m_appInitFn;
// application info (must be set from the user code)
wxString m_vendorName, // vendor name (ACME Inc)
m_appName, // app name
m_className; // class name
// if TRUE, exit the main loop when the last top level window is deleted
bool m_exitOnFrameDelete;
// TRUE if the application wants to get debug output
bool m_wantDebugOutput;
#if wxUSE_GUI
// the main top level window - may be NULL
wxWindow *m_topWindow;
#endif // wxUSE_GUI
};
// ----------------------------------------------------------------------------
// 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(__WXQT__)
#include "wx/qt/app.h"
#elif defined(__WXGTK__)
#include "wx/gtk/app.h"
#elif defined(__WXMAC__)
#include "wx/mac/app.h"
#elif defined(__WXPM__)
#include "wx/os2/app.h"
#elif defined(__WXSTUBS__)
#include "wx/stubs/app.h"
#endif
#else // !GUI
typedef wxAppBase 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;
// ----------------------------------------------------------------------------
// global functions
// ----------------------------------------------------------------------------
// event loop related functions only work in GUI programs
// ------------------------------------------------------
#if wxUSE_GUI
// Force an exit from main loop
extern void WXDLLEXPORT wxExit();
// Yield to other apps/messages
extern bool WXDLLEXPORT wxYield();
// Post a message to the given eventhandler which will be processed during the
// next event loop iteration
inline void WXDLLEXPORT wxPostEvent(wxEvtHandler *dest, wxEvent& event)
{
wxCHECK_RET( dest, wxT("need an object to post event to in wxPostEvent") );
dest->AddPendingEvent(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_NOGUI
// 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();
#endif // wxUSE_NOGUI
// ----------------------------------------------------------------------------
// 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 WXDLLEXPORT 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 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
#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);\
}
#else
#define IMPLEMENT_WXWIN_MAIN
#endif
// 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) \
wxApp *wxCreateApp() { return new appname; } \
wxAppInitializer wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \
appname& wxGetApp() { return *(appname *)wxTheApp; } \
IMPLEMENT_WXWIN_MAIN
#define DECLARE_APP(appname) extern appname& wxGetApp();
#endif
// _WX_APP_H_BASE_