///////////////////////////////////////////////////////////////////////////// // Name: app.h // Purpose: interface of wxApp // Author: wxWidgets team // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// /** @class wxAppConsole This class is essential for writing console-only or hybrid apps without having to define @c wxUSE_GUI=0. It is used to: @li set and get application-wide properties (see wxAppConsole::CreateTraits and wxAppConsole::SetXXX functions) @li implement the windowing system message or event loop: events in fact are supported even in console-mode applications (see wxAppConsole::HandleEvent and wxAppConsole::ProcessPendingEvents); @li initiate application processing via wxApp::OnInit; @li allow default processing of events not handled by other objects in the application (see wxAppConsole::FilterEvent) @li implement Apple-specific event handlers (see wxAppConsole::MacXXX functions) You should use the macro wxIMPLEMENT_APP(appClass) in your application implementation file to tell wxWidgets how to create an instance of your application class. Use wxDECLARE_APP(appClass) in a header file if you want the ::wxGetApp() function (which returns a reference to your application object) to be visible to other files. @library{wxbase} @category{appmanagement} @see @ref overview_app, wxApp, wxAppTraits, wxEventLoopBase */ class wxAppConsole : public wxEvtHandler, public wxEventFilter { protected: /** Creates the wxAppTraits object when GetTraits() needs it for the first time. @see wxAppTraits */ virtual wxAppTraits* CreateTraits(); public: /** Destructor. */ virtual ~wxAppConsole(); /** @name Event-handling Note that you should look at wxEvtLoopBase for more event-processing documentation. */ //@{ /** Called by wxWidgets on creation of the application. Override this if you wish to provide your own (environment-dependent) main loop. @return 0 under X, and the wParam of the WM_QUIT message under Windows. */ virtual int MainLoop(); /** Call this to explicitly exit the main message (event) loop. You should normally exit the main loop (and the application) by deleting the top window. This function simply calls wxEvtLoopBase::Exit() on the active loop. */ virtual void ExitMainLoop(); /** Overridden wxEventFilter method. This function is called before processing any event and allows the application to preempt the processing of some events, see wxEventFilter documentation for more information. wxApp implementation of this method always return -1 indicating that the event should be processed normally. */ virtual int FilterEvent(wxEvent& event); /** 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; /** This function simply invokes the given method @a func of the specified event handler @a handler with the @a event as parameter. It exists solely to allow to catch the C++ exceptions which could be thrown by all event handlers in the application in one place: if you want to do this, override this function in your wxApp-derived class and add try/catch clause(s) to it. */ virtual void HandleEvent(wxEvtHandler* handler, wxEventFunction func, wxEvent& event) const; /** Returns @true if the application is using an event loop. This function always returns @true for the GUI applications which must use an event loop but by default only returns @true for the console programs if an event loop is already running as it can't know whether one will be created in the future. Thus, it only makes sense to override it in console applications which do use an event loop, to return @true instead of checking if there is a currently active event loop. */ virtual bool UsesEventLoop() const; //@} /** @name Pending events Pending events are handled by wxAppConsole rather than wxEventLoopBase to allow queuing of events even when there's no event loop (e.g. in wxAppConsole::OnInit). */ //@{ /** Process all pending events; it is necessary to call this function to process events posted with wxEvtHandler::QueueEvent or wxEvtHandler::AddPendingEvent. This happens during each event loop iteration (see wxEventLoopBase) in GUI mode but it may be also called directly. Note that this function does not only process the pending events for the wxApp object itself (which derives from wxEvtHandler) but also the pending events for @e any event handler of this application. This function will immediately return and do nothing if SuspendProcessingOfPendingEvents() was called. */ virtual void ProcessPendingEvents(); /** Deletes the pending events of all wxEvtHandlers of this application. See wxEvtHandler::DeletePendingEvents() for warnings about deleting the pending events. */ void DeletePendingEvents(); /** Returns @true if there are pending events on the internal pending event list. Whenever wxEvtHandler::QueueEvent or wxEvtHandler::AddPendingEvent() are called (not only for wxApp itself, but for any event handler of the application!), the internal wxApp's list of handlers with pending events is updated and this function will return true. */ bool HasPendingEvents() const; /** Temporary suspends processing of the pending events. @see ResumeProcessingOfPendingEvents() */ void SuspendProcessingOfPendingEvents(); /** Resume processing of the pending events previously stopped because of a call to SuspendProcessingOfPendingEvents(). */ void ResumeProcessingOfPendingEvents(); //@} /** Delayed objects destruction. In applications using events it may be unsafe for an event handler to delete the object which generated the event because more events may be still pending for the same object. In this case the handler may call ScheduleForDestruction() instead. */ //@{ /** Schedule the object for destruction in the near future. Notice that if the application is not using an event loop, i.e. if UsesEventLoop() returns @false, this method will simply delete the object immediately. Examples of using this function inside wxWidgets itself include deleting the top level windows when they are closed and sockets when they are disconnected. */ void ScheduleForDestruction(wxObject *object); /** Check if the object had been scheduled for destruction with ScheduleForDestruction(). This function may be useful as an optimization to avoid doing something with an object which will be soon destroyed in any case. */ bool IsScheduledForDestruction(wxObject *object) const; //@} bool Yield(bool onlyIfNeeded = false); /** Allows external code to modify global ::wxTheApp, but you should really know what you're doing if you call it. @param app Replacement for the global application object. @see GetInstance() */ static void SetInstance(wxAppConsole* app); /** Returns the one and only global application object. Usually ::wxTheApp is used instead. @see SetInstance() */ static wxAppConsole* GetInstance(); /** Returns @true if the main event loop is currently running, i.e.\ if the application is inside OnRun(). This can be useful to test whether events can be dispatched. For example, if this function returns @false, non-blocking sockets cannot be used because the events from them would never be processed. */ static bool IsMainLoopRunning(); /** @name Callbacks for application-wide "events" */ //@{ /** This function is called when an assert failure occurs, i.e.\ the condition specified in wxASSERT() macro evaluated to @false. It is only called in debug mode (when @c __WXDEBUG__ is defined) as asserts are not left in the release code at all. The base class version shows the default assert failure dialog box proposing to the user to stop the program, continue or ignore all subsequent asserts. @param file the name of the source file where the assert occurred @param line the line number in this file where the assert occurred @param func the name of the function where the assert occurred, may be empty if the compiler doesn't support C99 __FUNCTION__ @param cond the condition of the failed assert in text form @param msg the message specified as argument to wxASSERT_MSG or wxFAIL_MSG, will be @NULL if just wxASSERT or wxFAIL was used */ virtual void OnAssertFailure(const wxChar *file, int line, const wxChar *func, const wxChar *cond, const wxChar *msg); /** Called when command line parsing fails (i.e.\ an incorrect command line option was specified by the user). The default behaviour is to show the program usage text and abort the program. Return @true to continue normal execution or @false to return @false from OnInit() thus terminating the program. @see OnInitCmdLine() */ virtual bool OnCmdLineError(wxCmdLineParser& parser); /** Called when the help option (@c --help) was specified on the command line. The default behaviour is to show the program usage text and abort the program. Return @true to continue normal execution or @false to return @false from OnInit() thus terminating the program. @see OnInitCmdLine() */ virtual bool OnCmdLineHelp(wxCmdLineParser& parser); /** Called after the command line had been successfully parsed. You may override this method to test for the values of the various parameters which could be set from the command line. Don't forget to call the base class version unless you want to suppress processing of the standard command line options. Return @true to continue normal execution or @false to return @false from OnInit() thus terminating the program. @see OnInitCmdLine() */ virtual bool OnCmdLineParsed(wxCmdLineParser& parser); /** Called by wxEventLoopBase::SetActive(): you can override this function and put here the code which needs an active event loop. 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. @see OnEventLoopExit() */ virtual void OnEventLoopEnter(wxEventLoopBase* loop); /** Called by wxEventLoopBase::OnExit() for each event loop which is exited. @see OnEventLoopEnter() */ virtual void OnEventLoopExit(wxEventLoopBase* loop); /** Override this member function for any processing which needs to be done as the application is about to exit. OnExit is called after destroying all application windows and controls, but before wxWidgets cleanup. Note that it is not called at all if OnInit() failed. The return value of this function is currently ignored, return the same value as returned by the base class method if you override it. */ virtual int OnExit(); /** This function may be called if something fatal happens: an unhandled exception under Win32 or a fatal signal under Unix, for example. However, this will not happen by default: you have to explicitly call wxHandleFatalExceptions() to enable this. Generally speaking, this function should only show a message to the user and return. You may attempt to save unsaved data but this is not guaranteed to work and, in fact, probably won't. @see wxHandleFatalExceptions() */ virtual void OnFatalException(); /** This must be provided by the application, and will usually create the application's main window, optionally calling SetTopWindow(). You may use OnExit() to clean up anything initialized here, provided that the function returns @true. Notice that if you want to use the command line processing provided by wxWidgets you have to call the base class version in the derived class OnInit(). Return @true to continue processing, @false to exit the application immediately. */ virtual bool OnInit(); /** Called from OnInit() and may be used to initialize the parser with the command line options for this application. The base class versions adds support for a few standard options only. */ virtual void OnInitCmdLine(wxCmdLineParser& parser); /** This virtual function is where the execution of a program written in wxWidgets starts. The default implementation just enters the main loop and starts handling the events until it terminates, either because ExitMainLoop() has been explicitly called or because the last frame has been deleted and GetExitOnFrameDelete() flag is @true (this is the default). The return value of this function becomes the exit code of the program, so it should return 0 in case of successful termination. */ virtual int OnRun(); //@} /** @name Exceptions support Methods related to C++ exceptions handling. @see overview_exceptions */ //@{ /** This function is called if an unhandled exception occurs inside the main application event loop. It can return @true to ignore the exception and to continue running the loop or @false to exit the loop and terminate the program. The default behaviour of this function is the latter in all ports except under Windows where a dialog is shown to the user which allows him to choose between the different options. You may override this function in your class to do something more appropriate. If this method rethrows the exception and if the exception can't be stored for later processing using StoreCurrentException(), the program will terminate after calling OnUnhandledException(). You should consider overriding this method to perform whichever last resort exception handling that would be done in a typical C++ program in a @c try/catch block around the entire @c main() function. As this method is called during exception handling, you may use the C++ @c throw keyword to rethrow the current exception to catch it again and analyze it. For example: @code class MyApp : public wxApp { public: virtual bool OnExceptionInMainLoop() { wxString error; try { throw; // Rethrow the current exception. } catch (const MyException& e) { error = e.GetMyErrorMessage(); } catch (const std::exception& e) { error = e.what(); } catch ( ... ) { error = "unknown error."; } wxLogError("Unexpected exception has occurred: %s, the program will terminate.", error); // Exit the main loop and thus terminate the program. return false; } }; @endcode */ virtual bool OnExceptionInMainLoop(); /** This function is called when an unhandled C++ exception occurs in user code called by wxWidgets. Any unhandled exceptions thrown from (overridden versions of) OnInit() and OnExit() methods as well as any exceptions thrown from inside the main loop and re-thrown by OnUnhandledException() will result in a call to this function. By the time this function is called, the program is already about to exit and the exception can't be handled nor ignored any more, override OnUnhandledException() or use explicit @c try/catch blocks around OnInit() body to be able to handle the exception earlier. The default implementation dumps information about the exception using wxMessageOutputBest. */ virtual void OnUnhandledException(); /** Method to store exceptions not handled by OnExceptionInMainLoop(). @note The default implementation of this function when using C++98 compiler just returns false, as there is no generic way to store an arbitrary exception in C++98 and each application must do it on its own for the exceptions it uses in its overridden version. When using C++11, the default implementation uses std::current_exception() and returns true, so it's normally not necessary to override this method when using C++11. This function can be overridden to store the current exception, in view of rethrowing it later when RethrowStoredException() is called. If the exception was stored, return true. If the exception can't be stored, i.e. if this function returns false, the program will abort after calling OnUnhandledException(). It is necessary to override this function if OnExceptionInMainLoop() doesn't catch all exceptions, but you still want to handle them using explicit @c try/catch statements. Typical use could be to allow code like the following to work: @code void MyFrame::SomeFunction() { try { MyDialog dlg(this); dlg.ShowModal(); } catch ( const MyExpectedException& e ) { // Deal with the exceptions thrown from the dialog. } } @endcode By default, throwing an exception from an event handler called from the dialog modal event loop would terminate the application as the exception can't be safely propagated to the code in the catch clause because of the presence of the native system functions (through which C++ exceptions can't, generally speaking, propagate) in the call stack between them. Overriding this method allows the exception to be stored when it is detected and rethrown using RethrowStoredException() when the native system function dispatching the dialog events terminates, with the result that the code above works as expected. An example of implementing this method: @code class MyApp : public wxApp { public: virtual bool StoreCurrentException() { try { throw; } catch ( const std::runtime_exception& e ) { if ( !m_runtimeError.empty() ) { // This is not supposed to happen, only one exception, // at most, should be stored. return false; } m_runtimeError = e.what(); // Don't terminate, let our code handle this exception later. return true; } catch ( ... ) { // This could be extended to store information about any // other exceptions too, but if we don't store them, we // should return false to let the program die. } return false; } virtual void RethrowStoredException() { if ( !m_runtimeError.empty() ) { std::runtime_exception e(m_runtimeError); m_runtimeError.clear(); throw e; } } private: std::string m_runtimeError; }; @endcode @see OnExceptionInMainLoop(), RethrowStoredException() @since 3.1.0 */ virtual bool StoreCurrentException(); /** Method to rethrow exceptions stored by StoreCurrentException(). @note Just as with StoreCurrentException(), it is usually not necessary to override this method when using C++11. If StoreCurrentException() is overridden, this function should be overridden as well to rethrow the exceptions stored by it when the control gets back to our code, i.e. when it's safe to do it. See StoreCurrentException() for an example of implementing this method. The default version does nothing when using C++98 and uses std::rethrow_exception() in C++11. @since 3.1.0 */ virtual void RethrowStoredException(); //@} /** @name Application information */ //@{ /** Returns the user-readable application name. The difference between this string and the one returned by GetAppName() is that this one is meant to be shown to the user and so should be used for the window titles, page headers and so on while the other one should be only used internally, e.g. for the file names or configuration file keys. If the application name for display had been previously set by SetAppDisplayName(), it will be returned by this function. Otherwise, if SetAppName() had been called its value will be returned; also as is. Finally if none was called, this function returns the program name capitalized using wxString::Capitalize(). @since 2.9.0 */ wxString GetAppDisplayName() const; /** Returns the application name. If SetAppName() had been called, returns the string passed to it. Otherwise returns the program name, i.e. the value of @c argv[0] passed to the @c main() function. @see GetAppDisplayName() */ wxString GetAppName() const; /** Gets the class name of the application. The class name may be used in a platform specific manner to refer to the application. @see SetClassName() */ wxString GetClassName() const; /** Returns a pointer to the wxAppTraits object for the application. If you want to customize the wxAppTraits object, you must override the CreateTraits() function. */ wxAppTraits* GetTraits(); /** Returns the user-readable vendor name. The difference between this string and the one returned by GetVendorName() is that this one is meant to be shown to the user and so should be used for the window titles, page headers and so on while the other one should be only used internally, e.g. for the file names or configuration file keys. By default, returns the same string as GetVendorName(). @since 2.9.0 */ const wxString& GetVendorDisplayName() const; /** Returns the application's vendor name. */ const wxString& GetVendorName() const; /** Set the application name to be used in the user-visible places such as window titles. See GetAppDisplayName() for more about the differences between the display name and name. Notice that if this function is called, the name is used as is, without any capitalization as done by default by GetAppDisplayName(). */ void SetAppDisplayName(const wxString& name); /** Sets the name of the application. This name should be used for file names, configuration file entries and other internal strings. For the user-visible strings, such as the window titles, the application display name set by SetAppDisplayName() is used instead. By default the application name is set to the name of its executable file. @see GetAppName() */ void SetAppName(const wxString& name); /** Sets the class name of the application. This may be used in a platform specific manner to refer to the application. @see GetClassName() */ void SetClassName(const wxString& name); /** Set the vendor name to be used in the user-visible places. See GetVendorDisplayName() for more about the differences between the display name and name. */ void SetVendorDisplayName(const wxString& name); /** Sets the name of application's vendor. The name will be used in registry access. A default name is set by wxWidgets. @see GetVendorName() */ void SetVendorName(const wxString& name); //@} /** Sets the C locale to the default locale for the current environment. It is advised to call this to ensure that the underlying toolkit uses the locale in which the numbers and monetary amounts are shown in the format expected by user and so on. Calling this function is roughly equivalent to calling @code setlocale(LC_ALL, ""); @endcode but performs additional toolkit-specific tasks under some platforms and so should be used instead of @c setlocale() itself. Alternatively, you can use wxLocale to change the locale with more control. Notice that this does @em not change the global C++ locale, you need to do it explicitly if you want, e.g. @code std::locale::global(std::locale("")); @endcode but be warned that locale support in C++ standard library can be poor or worse under some platforms, e.g. the above line results in an immediate crash under OS X up to the version 10.8.2. @since 2.9.5 */ void SetCLocale(); /** Number of command line arguments (after environment-specific processing). */ int argc; /** Command line arguments (after environment-specific processing). Under Windows and Linux/Unix, you should parse the command line arguments and check for files to be opened when starting your application. Under OS X, you need to override MacOpenFiles() since command line arguments are used differently there. You may use the wxCmdLineParser to parse command line arguments. */ wxChar** argv; }; /** @class wxApp The wxApp class represents the application itself when @c wxUSE_GUI=1. In addition to the features provided by wxAppConsole it keeps track of the top window (see SetTopWindow()) and adds support for video modes (see SetVideoMode()). In general, application-wide settings for GUI-only apps are accessible from wxApp (or from wxSystemSettings or wxSystemOptions classes). @beginEventEmissionTable @event{EVT_QUERY_END_SESSION(func)} Process a query end session event, supplying the member function. See wxCloseEvent. @event{EVT_END_SESSION(func)} Process an end session event, supplying the member function. See wxCloseEvent. @event{EVT_ACTIVATE_APP(func)} Process a @c wxEVT_ACTIVATE_APP event. See wxActivateEvent. @event{EVT_HIBERNATE(func)} Process a hibernate event. See wxActivateEvent. @event{EVT_DIALUP_CONNECTED(func)} A connection with the network was established. See wxDialUpEvent. @event{EVT_DIALUP_DISCONNECTED(func)} The connection with the network was lost. See wxDialUpEvent. @event{EVT_IDLE(func)} Process a @c wxEVT_IDLE event. See wxIdleEvent. @endEventTable @library{wxbase} @category{appmanagement} @see @ref overview_app, wxAppTraits, wxEventLoopBase, wxSystemSettings */ class wxApp : public wxAppConsole { public: /** Constructor. Called implicitly with a definition of a wxApp object. */ wxApp(); /** Destructor. Will be called implicitly on program exit if the wxApp object is created on the stack. */ virtual ~wxApp(); /** Get display mode that is used use. This is only used in framebuffer wxWidgets ports such as wxDFB. */ virtual wxVideoMode GetDisplayMode() const; /** Returns @true if the application will exit when the top-level frame is deleted. @see SetExitOnFrameDelete() */ bool GetExitOnFrameDelete() const; /** Return the layout direction for the current locale or @c wxLayout_Default if it's unknown. */ virtual wxLayoutDirection GetLayoutDirection() const; /** Returns @true if the application will use the best visual on systems that support different visuals, @false otherwise. @see SetUseBestVisual() */ bool GetUseBestVisual() const; /** Returns a pointer to the top window. @remarks If the top window hasn't been set using SetTopWindow(), this function will find the first top-level window (frame or dialog or instance of wxTopLevelWindow) from the internal top level window list and return that. @see SetTopWindow() */ virtual wxWindow* GetTopWindow() const; /** Returns @true if the application is active, i.e.\ if one of its windows is currently in the foreground. If this function returns @false and you need to attract users attention to the application, you may use wxTopLevelWindow::RequestUserAttention to do it. */ virtual bool IsActive() const; /** This function is similar to wxYield(), except that it disables the user input to all program windows before calling wxAppConsole::Yield and re-enables it again afterwards. If @a win is not @NULL, this window will remain enabled, allowing the implementation of some limited user interaction. Returns the result of the call to wxAppConsole::Yield. @see wxSafeYield */ virtual bool SafeYield(wxWindow *win, bool onlyIfNeeded); /** Works like SafeYield() with @e onlyIfNeeded == @true except that it allows the caller to specify a mask of events to be processed. See wxAppConsole::YieldFor for more info. */ virtual bool SafeYieldFor(wxWindow *win, long eventsToProcess); /** Windows-only function for processing a message. This function is called from the main message loop, checking for windows that may wish to process it. The function returns @true if the message was processed, @false otherwise. If you use wxWidgets with another class library with its own message loop, you should make sure that this function is called to allow wxWidgets to receive messages. For example, to allow co-existence with the Microsoft Foundation Classes, override the PreTranslateMessage function: @code // Provide wxWidgets message loop compatibility BOOL CTheApp::PreTranslateMessage(MSG *msg) { if (wxTheApp && wxTheApp->ProcessMessage((WXMSW *)msg)) return true; else return CWinApp::PreTranslateMessage(msg); } @endcode @onlyfor{wxmsw} */ bool ProcessMessage(WXMSG* msg); /** Set display mode to use. This is only used in framebuffer wxWidgets ports such as wxDFB. */ virtual bool SetDisplayMode(const wxVideoMode& info); /** Allows the programmer to specify whether the application will exit when the top-level frame is deleted. @param flag If @true (the default), the application will exit when the top-level frame is deleted. If @false, the application will continue to run. @see GetExitOnFrameDelete(), @ref overview_app_shutdown */ void SetExitOnFrameDelete(bool flag); /** Allows runtime switching of the UI environment theme. Currently implemented for wxGTK2-only. Return @true if theme was successfully changed. @param theme The name of the new theme or an absolute path to a gtkrc-theme-file */ virtual bool SetNativeTheme(const wxString& theme); /** Sets the 'top' window. You can call this from within OnInit() to let wxWidgets know which is the main window. You don't have to set the top window; it is only a convenience so that (for example) certain dialogs without parents can use a specific window as the top window. If no top window is specified by the application, wxWidgets just uses the first frame or dialog (or better, any wxTopLevelWindow) in its top-level window list, when it needs to use the top window. If you previously called SetTopWindow() and now you need to restore this automatic behaviour you can call @code wxApp::SetTopWindow(NULL) @endcode. @param window The new top window. @see GetTopWindow(), OnInit() */ void SetTopWindow(wxWindow* window); /** Allows the programmer to specify whether the application will use the best visual on systems that support several visual on the same display. This is typically the case under Solaris and IRIX, where the default visual is only 8-bit whereas certain applications are supposed to run in TrueColour mode. Note that this function has to be called in the constructor of the wxApp instance and won't have any effect when called later on. This function currently only has effect under GTK. @param flag If @true, the app will use the best visual. @param forceTrueColour If @true then the application will try to force using a TrueColour visual and abort the app if none is found. */ void SetUseBestVisual(bool flag, bool forceTrueColour = false); /** @name Mac-specific functions */ //@{ /** Called in response of an "open-application" Apple event. Override this to create a new document in your app. @onlyfor{wxosx} */ virtual void MacNewFile(); /** Called in response of an openFiles message with Cocoa, or an "open-document" Apple event with Carbon. You need to override this method in order to open one or more document files after the user double clicked on it or if the files and/or folders were dropped on either the application in the dock or the application icon in Finder. By default this method calls MacOpenFile for each file/folder. @onlyfor{wxosx} @since 2.9.3 */ virtual void MacOpenFiles(const wxArrayString& fileNames); /** Called in response of an "open-document" Apple event. @deprecated This function is kept mostly for backwards compatibility. Please override wxApp::MacOpenFiles method instead in any new code. @onlyfor{wxosx} */ virtual void MacOpenFile(const wxString& fileName); /** Called in response of a "get-url" Apple event. @onlyfor{wxosx} */ virtual void MacOpenURL(const wxString& url); /** Called in response of a "print-document" Apple event. @onlyfor{wxosx} */ virtual void MacPrintFile(const wxString& fileName); /** Called in response of a "reopen-application" Apple event. @onlyfor{wxosx} */ virtual void MacReopenApp(); /** May be overridden to indicate that the application is not a foreground GUI application under OS X. This method is called during the application startup and returns @true by default. In this case, wxWidgets ensures that the application is ran as a foreground, GUI application so that the user can interact with it normally, even if it is not bundled. If this is undesired, i.e. if the application doesn't need to be brought to the foreground, this method can be overridden to return @false. Notice that overriding it doesn't make any difference for the bundled applications which are always foreground unless @c LSBackgroundOnly key is specified in the @c Info.plist file. @onlyfor{wxosx} @since 3.0.1 */ virtual bool OSXIsGUIApplication(); //@} }; // ============================================================================ // Global functions/macros // ============================================================================ /** @addtogroup group_funcmacro_rtti */ //@{ /** This is used in headers to create a forward declaration of the ::wxGetApp() function implemented by wxIMPLEMENT_APP(). It creates the declaration className& wxGetApp() (requires a final semicolon). @header{wx/app.h} Example: @code wxDECLARE_APP(MyApp); @endcode */ #define wxDECLARE_APP( className ) /** This is used in the application class implementation file to make the application class known to wxWidgets for dynamic construction. Note that this macro requires a final semicolon. @header{wx/app.h} Example: @code wxIMPLEMENT_APP(MyApp); @endcode @see wxDECLARE_APP() */ #define wxIMPLEMENT_APP( className ) //@} /** The global pointer to the singleton wxApp object. @see wxApp::GetInstance() */ wxApp *wxTheApp; /** @addtogroup group_funcmacro_appinitterm */ //@{ /** This function doesn't exist in wxWidgets but it is created by using the wxIMPLEMENT_APP() macro. Thus, before using it anywhere but in the same module where this macro is used, you must make it available using wxDECLARE_APP(). The advantage of using this function compared to directly using the global ::wxTheApp pointer is that the latter is of type wxApp* and so wouldn't allow you to access the functions specific to your application class but not present in wxApp while wxGetApp() returns the object of the right type. @header{wx/app.h} */ wxAppDerivedClass& wxGetApp(); /** If @a doIt is @true, the fatal exceptions (also known as general protection faults under Windows or segmentation violations in the Unix world) will be caught and passed to wxApp::OnFatalException. By default, i.e. before this function is called, they will be handled in the normal way which usually just means that the application will be terminated. Calling wxHandleFatalExceptions() with @a doIt equal to @false will restore this default behaviour. Notice that this function is only available if @c wxUSE_ON_FATAL_EXCEPTION is 1 and under Windows platform this requires a compiler with support for SEH (structured exception handling) which currently means only Microsoft Visual C++ or a recent Borland C++ version. @header{wx/app.h} */ bool wxHandleFatalExceptions(bool doIt = true); /** This function is used in wxBase only and only if you don't create wxApp object at all. In this case you must call it from your @c main() function before calling any other wxWidgets functions. If the function returns @false the initialization could not be performed, in this case the library cannot be used and wxUninitialize() shouldn't be called neither. This function may be called several times but wxUninitialize() must be called for each successful call to this function. @header{wx/app.h} */ bool wxInitialize(); /** This function is for use in console (wxBase) programs only. It must be called once for each previous successful call to wxInitialize(). @header{wx/app.h} */ void wxUninitialize(); /** This function wakes up the (internal and platform dependent) idle system, i.e. it will force the system to send an idle event even if the system currently @e is idle and thus would not send any idle event until after some other event would get sent. This is also useful for sending events between two threads and is used by the corresponding functions wxPostEvent() and wxEvtHandler::AddPendingEvent(). @header{wx/app.h} */ void wxWakeUpIdle(); /** Calls wxAppConsole::Yield. @deprecated This function is kept only for backwards compatibility. Please use the wxAppConsole::Yield method instead in any new code. @header{wx/app.h} */ bool wxYield(); /** Calls wxApp::SafeYield. @header{wx/app.h} */ bool wxSafeYield(wxWindow* win = NULL, bool onlyIfNeeded = false); /** This function initializes wxWidgets in a platform-dependent way. Use this if you are not using the default wxWidgets entry code (e.g. main or WinMain). For example, you can initialize wxWidgets from an Microsoft Foundation Classes (MFC) application using this function. @note This overload of wxEntry is available under all platforms. @see wxEntryStart() @header{wx/app.h} */ int wxEntry(int& argc, wxChar** argv); /** See wxEntry(int&,wxChar**) for more info about this function. Notice that under Windows CE platform, and only there, the type of @a pCmdLine is @c wchar_t *, otherwise it is @c char *, even in Unicode build. @remarks To clean up wxWidgets, call wxApp::OnExit followed by the static function wxApp::CleanUp. For example, if exiting from an MFC application that also uses wxWidgets: @code int CTheApp::ExitInstance() { // OnExit isn't called by CleanUp so must be called explicitly. wxTheApp->OnExit(); wxApp::CleanUp(); return CWinApp::ExitInstance(); } @endcode @header{wx/app.h} */ int wxEntry(HINSTANCE hInstance, HINSTANCE hPrevInstance = NULL, char* pCmdLine = NULL, int nCmdShow = SW_SHOWNORMAL); //@} /** @addtogroup group_funcmacro_procctrl */ //@{ /** Exits application after calling wxApp::OnExit. Should only be used in an emergency: normally the top-level frame should be deleted (after deleting all other frames) to terminate the application. See wxCloseEvent and wxApp. @header{wx/app.h} */ void wxExit(); //@} /** @addtogroup group_funcmacro_debug */ //@{ /** @def wxDISABLE_DEBUG_SUPPORT() Use this macro to disable all debugging code in release build when not using wxIMPLEMENT_APP(). Currently this macro disables assert checking and debug and trace level logging messages in release build (i.e. when @c NDEBUG is defined). It is used by wxIMPLEMENT_APP() macro so you only need to use it explicitly if you don't use this macro but initialize wxWidgets directly (e.g. calls wxEntry() or wxEntryStart() itself). If you do not want to disable debugging code even in release build of your application, you can use wxSetDefaultAssertHandler() and wxLog::SetLogLevel() with @c wxLOG_Max parameter to enable assertions and debug logging respectively. @see wxDISABLE_ASSERTS_IN_RELEASE_BUILD(), wxDISABLE_DEBUG_LOGGING_IN_RELEASE_BUILD(), @ref overview_debugging @since 2.9.1 @header{wx/app.h} */ #define wxDISABLE_DEBUG_SUPPORT() \ wxDISABLE_ASSERTS_IN_RELEASE_BUILD(); \ wxDISABLE_DEBUG_LOGGING_IN_RELEASE_BUILD() //@}