///////////////////////////////////////////////////////////////////////////// // 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 // Copyright: (c) Julian Smart // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifndef _WX_APP_H_BASE_ #define _WX_APP_H_BASE_ // ---------------------------------------------------------------------------- // headers we have to include here // ---------------------------------------------------------------------------- #include "wx/event.h" // for the base class #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_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 // ---------------------------------------------------------------------------- // 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 }; // ---------------------------------------------------------------------------- // global variables // ---------------------------------------------------------------------------- // 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 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 the replacement for the normal main(): all program work should // be done here. When OnRun() returns, the programs starts shutting down. virtual int OnRun(); // Called before the first events are handled, called from within MainLoop() virtual void OnLaunched(); // 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! 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; 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 either but it's // usually better to set it explicitly to something nicer wxString GetAppDisplayName() const; void SetAppDisplayName(const wxString& name) { m_appDisplayName = name; } // set/get the app class name wxString GetClassName() const { return m_className; } void SetClassName(const wxString& name) { m_className = name; } // set/get the vendor name const wxString& GetVendorName() const { return m_vendorName; } void SetVendorName(const wxString& name) { m_vendorName = name; } // set/get the vendor display name: the display name is shown // in titles/reports/dialogs to the user, while the vendor name // is used in some areas such as wxConfig, wxStandardPaths, etc const wxString& GetVendorDisplayName() const { return m_vendorDisplayName.empty() ? GetVendorName() : m_vendorDisplayName; } void SetVendorDisplayName(const wxString& name) { m_vendorDisplayName = name; } // cmd line parsing stuff // ---------------------- // all of these methods may be overridden in the derived class to // customize the command line parsing (by default only a few standard // options are handled) // // you also need to call wxApp::OnInit() from YourApp::OnInit() for all // this to work #if wxUSE_CMDLINE_PARSER // this one is called from OnInit() to add all supported options // to the given parser (don't forget to call the base class version if you // override it!) virtual void OnInitCmdLine(wxCmdLineParser& parser); // called after successfully parsing the command line, return true // to continue and false to exit (don't forget to call the base class // version if you override it!) virtual bool OnCmdLineParsed(wxCmdLineParser& parser); // called if "--help" option was specified, return true to continue // and false to exit virtual bool OnCmdLineHelp(wxCmdLineParser& parser); // called if incorrect command line options were given, return // false to abort and true to continue virtual bool OnCmdLineError(wxCmdLineParser& parser); #endif // wxUSE_CMDLINE_PARSER // miscellaneous customization functions // ------------------------------------- // create the app traits object to which we delegate for everything which // either should be configurable by the user (then he can change the // default behaviour simply by overriding CreateTraits() and returning his // own traits object) or which is GUI/console dependent as then wxAppTraits // allows us to abstract the differences behind the common facade wxAppTraits *GetTraits(); // this function provides safer access to traits object than // wxTheApp->GetTraits() during startup or termination when the global // application object itself may be unavailable // // of course, it still returns NULL in this case and the caller must check // for it static wxAppTraits *GetTraitsIfExists(); // Return some valid traits object. // // This method checks if we have wxTheApp and returns its traits if it does // exist and the traits are non-NULL, similarly to GetTraitsIfExists(), but // falls back to wxConsoleAppTraits to ensure that it always returns // something valid. static wxAppTraits& GetValidTraits(); // 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; } // This function 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. // // Notice that this does _not_ change the global C++ locale, you need to do // it explicitly if you want. // // Finally, notice that while this function is virtual, it is not supposed // to be overridden outside of the library itself. virtual void SetCLocale(); // event processing functions // -------------------------- // Implement the inherited wxEventFilter method but just return -1 from it // to indicate that default processing should take place. virtual int FilterEvent(wxEvent& event) wxOVERRIDE; // return true if we're running event loop, i.e. if the events can // (already) be dispatched static bool IsMainLoopRunning(); #if wxUSE_EXCEPTIONS // execute the functor to handle the given event // // this is a generalization of HandleEvent() below and the base class // implementation of CallEventHandler() still calls HandleEvent() for // compatibility for functors which are just wxEventFunctions (i.e. methods // of wxEvtHandler) virtual void CallEventHandler(wxEvtHandler *handler, wxEventFunctor& functor, wxEvent& event) const; // call the specified handler on the given object with the given event // // this method only exists to allow catching the exceptions thrown by any // event handler, it would lead to an extra (useless) virtual function call // if the exceptions were not used, so it doesn't even exist in that case virtual void HandleEvent(wxEvtHandler *handler, wxEventFunction func, wxEvent& event) const; // Called when an unhandled C++ exception occurs inside OnRun(): note that // the main event loop has already terminated by now and the program will // exit, if you need to really handle the exceptions you need to override // OnExceptionInMainLoop() virtual void OnUnhandledException(); // Function called if an uncaught exception is caught inside the main // event loop: it may return true to continue running the event loop or // false to stop it. If this function rethrows the exception, as it does by // default, simply because there is no general way to handle exceptions, // StoreCurrentException() will be called to store it because in any case // the exception can't be allowed to escape. virtual bool OnExceptionInMainLoop(); // 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(). // // 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. virtual bool StoreCurrentException(); // 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. // // The default version does nothing when using C++98 and uses // std::rethrow_exception() in C++11. virtual void RethrowStoredException(); #endif // wxUSE_EXCEPTIONS // pending events // -------------- // IMPORTANT: all these methods conceptually belong to wxEventLoopBase // but for many reasons we need to allow queuing of events // even when there's no event loop (e.g. in wxApp::OnInit); // this feature is used e.g. to queue events on secondary threads // or in wxPython to use wx.CallAfter before the GUI is initialized // process all events in the m_handlersWithPendingEvents list -- it is necessary // to call this function to process posted events. This happens during each // event loop iteration in GUI mode but if there is no main loop, it may be // also called directly. virtual void ProcessPendingEvents(); // check if there are pending events on global pending event list bool HasPendingEvents() const; // temporary suspends processing of the pending events void SuspendProcessingOfPendingEvents(); // resume processing of the pending events previously stopped because of a // call to SuspendProcessingOfPendingEvents() void ResumeProcessingOfPendingEvents(); // called by ~wxEvtHandler to (eventually) remove the handler from the list of // the handlers with pending events void RemovePendingEventHandler(wxEvtHandler* toRemove); // adds an event handler to the list of the handlers with pending events void AppendPendingEventHandler(wxEvtHandler* toAppend); // moves the event handler from the list of the handlers with pending events //to the list of the handlers with _delayed_ pending events void DelayPendingEventHandler(wxEvtHandler* toDelay); // deletes the current pending events void DeletePendingEvents(); // delayed destruction // ------------------- // If an object may have pending events for it, it shouldn't be deleted // immediately as this would result in a crash when trying to handle these // events: instead, it should be scheduled for destruction and really // destroyed only after processing all pending events. // // Notice that this is only possible if we have a running event loop, // otherwise the object is just deleted directly by ScheduleForDestruction() // and IsScheduledForDestruction() always returns false. // schedule the object for destruction in the near future void ScheduleForDestruction(wxObject *object); // return true if the object is scheduled for destruction bool IsScheduledForDestruction(wxObject *object) const; // wxEventLoop-related methods // --------------------------- // all these functions are forwarded to the corresponding methods of the // currently active event loop -- and do nothing if there is none virtual bool Pending(); virtual bool Dispatch(); virtual int MainLoop(); virtual void ExitMainLoop(); bool Yield(bool onlyIfNeeded = false); virtual void WakeUpIdle(); // this method is called by the active event loop when there are no events // to process // // by default it generates the idle events and if you override it in your // derived class you should call the base class version to ensure that idle // events are still sent out virtual bool ProcessIdle(); // this virtual function is overridden in GUI wxApp to always return true // as GUI applications always have an event loop -- but console ones may // have it or not, so it simply returns true if already have an event loop // running but false otherwise virtual bool UsesEventLoop() const; // debugging support // ----------------- // this function is called when an assert failure occurs, the base class // version does the normal processing (i.e. shows the usual assert failure // dialog box) // // the arguments are the location of the failed assert (func may be empty // if the compiler doesn't support C99 __FUNCTION__), the text of the // assert itself and the user-specified message virtual void OnAssertFailure(const wxChar *file, int line, const wxChar *func, const wxChar *cond, const wxChar *msg); // old version of the function without func parameter, for compatibility // only, override OnAssertFailure() in the new code virtual void OnAssert(const wxChar *file, int line, const wxChar *cond, const wxChar *msg); // check that the wxBuildOptions object (constructed in the application // itself, usually the one from 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); // 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; } // returns true for GUI wxApp subclasses virtual bool IsGUI() const { return false; } // command line arguments (public for backwards compatibility) int argc; // this object is implicitly convertible to either "char**" (traditional // type of argv parameter of main()) or to "wchar_t **" (for compatibility // with Unicode build in previous wx versions and because the command line // can, in pr #if wxUSE_UNICODE wxCmdLineArgsArray argv; #else char **argv; #endif protected: // delete all objects in wxPendingDelete list // // called from ProcessPendingEvents() void DeletePendingObjects(); // the function which creates the traits object when GetTraits() needs it // for the first time virtual wxAppTraits *CreateTraits(); // function used for dynamic wxApp creation static wxAppInitializerFunction ms_appInitFn; // the one and only global application object static wxAppConsole *ms_appInstance; // create main loop from AppTraits or return NULL if // there is no main loop implementation wxEventLoopBase *CreateMainLoop(); // application info (must be set from the user code) wxString m_vendorName, // vendor name ("acme") m_vendorDisplayName, // vendor display name (e.g. "ACME Inc") m_appName, // app name ("myapp") m_appDisplayName, // app display name ("My Application") m_className; // class name // the class defining the application behaviour, NULL initially and created // by GetTraits() when first needed wxAppTraits *m_traits; // the main event loop of the application (may be NULL if the loop hasn't // been started yet or has already terminated) wxEventLoopBase *m_mainLoop; // pending events management vars: // the array of the handlers with pending events which needs to be processed // inside ProcessPendingEvents() wxEvtHandlerArray m_handlersWithPendingEvents; // helper array used by ProcessPendingEvents() to store the event handlers // which have pending events but of these events none can be processed right now // (because of a call to wxEventLoop::YieldFor() which asked to selectively process // pending events) wxEvtHandlerArray m_handlersWithPendingDelayedEvents; #if wxUSE_THREADS // this critical section protects both the lists above wxCriticalSection m_handlersWithPendingEventsLocker; #endif // flag modified by Suspend/ResumeProcessingOfPendingEvents() bool m_bDoPendingEventProcessing; friend class WXDLLIMPEXP_FWD_BASE wxEvtHandler; // Stub virtual functions for forward binary compatibility. DO NOT USE. virtual void* WXReservedApp1(void*); virtual void* WXReservedApp2(void*); // the application object is a singleton anyhow, there is no sense in // copying it wxDECLARE_NO_COPY_CLASS(wxAppConsoleBase); }; #if defined(__UNIX__) && !defined(__WINDOWS__) #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 // ---------------------------------------------------------------------------- #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) wxOVERRIDE; // 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() wxOVERRIDE; // a matching function for OnInit() virtual int OnExit() wxOVERRIDE; // very last clean up function // // Override: very rarely virtual void CleanUp() wxOVERRIDE; // the worker functions - usually not used directly by the user code // ----------------------------------------------------------------- // 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 virtual bool ProcessIdle() wxOVERRIDE; // override base class version: GUI apps always use an event loop virtual bool UsesEventLoop() const wxOVERRIDE { return true; } // 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; // convenient helper which is safe to use even if there is no wxApp at // all, it will just return NULL in this case static wxWindow *GetMainTopWindow(); // 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 wxDFB. virtual wxVideoMode GetDisplayMode() const; // Set display mode to use. This is only used in framebuffer wxWin // ports such as 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; } // command line parsing (GUI-specific) // ------------------------------------------------------------------------ #if wxUSE_CMDLINE_PARSER virtual bool OnCmdLineParsed(wxCmdLineParser& parser) wxOVERRIDE; virtual void OnInitCmdLine(wxCmdLineParser& parser) wxOVERRIDE; #endif // 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); virtual bool IsGUI() const wxOVERRIDE { return true; } // returns non-null pointer only if we have a GUI application object: this // is only useful in the rare cases when the same code can be used in both // console and GUI applications, but needs to use GUI-specific functions if // the GUI is available static wxAppBase *GetGUIInstance() { return ms_appInstance && ms_appInstance->IsGUI() ? static_cast(ms_appInstance) : NULL; } protected: // override base class method to use GUI traits virtual wxAppTraits *CreateTraits() wxOVERRIDE; // Helper method deleting all existing top level windows: this is used // during the application shutdown. void DeleteAllTLWs(); // 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; wxDECLARE_NO_COPY_CLASS(wxAppBase); }; // ---------------------------------------------------------------------------- // now include the declaration of the real class // ---------------------------------------------------------------------------- #if defined(__WXMSW__) #include "wx/msw/app.h" #elif defined(__WXMOTIF__) #include "wx/motif/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(__WXQT__) #include "wx/qt/app.h" #endif #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 // ---------------------------------------------------------------------------- // 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 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 (but see also wxApp::GetGUIInstance()) #define wxTheApp static_cast(wxApp::GetInstance()) // ---------------------------------------------------------------------------- // global functions // ---------------------------------------------------------------------------- // event loop related functions only work in GUI programs // ------------------------------------------------------ // Force an exit from main loop 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 WXDLLIMPEXP_CORE bool wxYield(); #endif // wx_YIELD_DECLARED // Yield to other apps/messages WXDLLIMPEXP_BASE void 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); } }; // 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. // For compilers that support it, prefer to use wmain() and let the CRT parse // the command line for us, for the others parse it ourselves under Windows to // ensure that wxWidgets console applications accept arbitrary Unicode strings // as command line parameters and not just those representable in the current // locale (under Unix UTF-8, capable of representing any Unicode string, is // almost always used and there is no way to retrieve the Unicode command line // anyhow). #if wxUSE_UNICODE && defined(__WINDOWS__) #ifdef __VISUALC__ #define wxIMPLEMENT_WXWIN_MAIN_CONSOLE \ int wmain(int argc, wchar_t **argv) \ { \ wxDISABLE_DEBUG_SUPPORT(); \ \ return wxEntry(argc, argv); \ } #else // No wmain(), use main() but don't trust its arguments. #define wxIMPLEMENT_WXWIN_MAIN_CONSOLE \ int main(int, char **) \ { \ wxDISABLE_DEBUG_SUPPORT(); \ \ return wxEntry(); \ } #endif #else // Use standard main() #define wxIMPLEMENT_WXWIN_MAIN_CONSOLE \ int main(int argc, char **argv) \ { \ wxDISABLE_DEBUG_SUPPORT(); \ \ return wxEntry(argc, argv); \ } #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" #ifdef wxUNIV_DEFAULT_THEME #define wxIMPLEMENT_WX_THEME_SUPPORT \ WX_USE_THEME(wxUNIV_DEFAULT_THEME); #else #define wxIMPLEMENT_WX_THEME_SUPPORT #endif #else #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 wxIMPLEMENT_APP_NO_MAIN(appname) \ appname& wxGetApp() { return *static_cast(wxApp::GetInstance()); } \ wxAppConsole *wxCreateApp() \ { \ wxAppConsole::CheckBuildOptions(WX_BUILD_OPTIONS_SIGNATURE, \ "your program"); \ return new appname; \ } \ wxAppInitializer \ wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp) // Same as wxIMPLEMENT_APP() normally but doesn't include themes support in // wxUniversal builds #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 wxIMPLEMENT_APP(appname) \ wxIMPLEMENT_WX_THEME_SUPPORT \ wxIMPLEMENT_APP_NO_THEMES(appname) // Same as wxIMPLEMENT_APP(), but for console applications. #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 wxDECLARE_APP(appname) \ extern appname& wxGetApp() // 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 compiler 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_