///////////////////////////////////////////////////////////////////////////// // Name: wx/app.h // Purpose: wxAppBase class and macros used for declaration of wxApp // derived class in the user code // Author: Julian Smart // Modified by: // Created: 01/02/97 // RCS-ID: $Id$ // Copyright: (c) Julian Smart // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifndef _WX_APP_H_BASE_ #define _WX_APP_H_BASE_ #if defined(__GNUG__) && !defined(__APPLE__) #pragma interface "appbase.h" #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 WXWIN_COMPATIBILITY_2_2 #include "wx/icon.h" #endif #include "wx/build.h" class WXDLLEXPORT wxApp; class WXDLLEXPORT wxCmdLineParser; class WXDLLEXPORT wxLog; class WXDLLEXPORT wxMessageOutput; // ---------------------------------------------------------------------------- // typedefs // ---------------------------------------------------------------------------- // the type of the function used to create a wxApp object on program start up typedef wxApp* (*wxAppInitializerFunction)(); // ---------------------------------------------------------------------------- // constants // ---------------------------------------------------------------------------- static const int wxPRINT_WINDOWS = 1; static const int wxPRINT_POSTSCRIPT = 2; // ---------------------------------------------------------------------------- // support for framebuffer ports // ---------------------------------------------------------------------------- #if wxUSE_GUI // VS: Fullscreen/framebuffer application needs to choose display mode prior // to wxWindows initialization. This class holds information about display // mode. It is used by wxApp::Set/GetDisplayMode. class WXDLLEXPORT wxDisplayModeInfo { public: wxDisplayModeInfo() : m_ok(FALSE) {} wxDisplayModeInfo(unsigned width, unsigned height, unsigned depth) : m_width(width), m_height(height), m_depth(depth), m_ok(TRUE) {} unsigned GetWidth() const { return m_width; } unsigned GetHeight() const { return m_height; } unsigned GetDepth() const { return m_depth; } bool IsOk() const { return m_ok; } private: unsigned m_width, m_height, m_depth; bool m_ok; }; #endif // ---------------------------------------------------------------------------- // the common part of wxApp implementations for all platforms // ---------------------------------------------------------------------------- class WXDLLEXPORT wxAppBase : public wxEvtHandler { DECLARE_NO_COPY_CLASS(wxAppBase) public: wxAppBase(); virtual ~wxAppBase(); // 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. virtual bool OnInit(); #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(); #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(); #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(); // 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; // process all currently pending events right now // // it is an error to call Yield() recursively unless the value of // onlyIfNeeded is TRUE // // WARNING: this function is dangerous as it can lead to unexpected // reentrancies (i.e. when called from an event handler it // may result in calling the same event handler again), use // with _extreme_ care or, better, don't use at all! virtual bool Yield(bool onlyIfNeeded = FALSE) = 0; // this virtual function is called in the GUI mode when the application // becomes idle and normally just sends wxIdleEvent to all interested // parties // // it should return TRUE if more idle events are needed, FALSE if not virtual bool ProcessIdle() = 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 // -------------------------- // 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 { 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 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; } #endif // wxUSE_GUI // 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 virtual void OnInitCmdLine(wxCmdLineParser& parser); // called after successfully parsing the command line, return TRUE // to continue and FALSE to exit 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 // ------------------------------------- #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(); #if wxUSE_GUI #if WXWIN_COMPATIBILITY_2_2 // 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 WXUNUSED(which)) const { return wxNullIcon; } #endif // Get display mode that is used use. This is only used in framebuffer wxWin ports // (such as wxMGL). virtual wxDisplayModeInfo GetDisplayMode() const { return wxDisplayModeInfo(); } // Set display mode to use. This is only used in framebuffer wxWin ports // (such as wxMGL). This method should be called from wxApp:OnInitGui virtual bool SetDisplayMode(const wxDisplayModeInfo& WXUNUSED(info)) { return TRUE; } // set use of best visual flag (see below) void SetUseBestVisual( bool flag ) { m_useBestVisual = flag; } 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; } // 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); #endif // wxUSE_GUI // this method allows to filter all the events processed by the program, so // you should try to return quickly from it to avoid slowing down the // program to the crawl // // return value should be -1 to continue with the normal event processing, // or TRUE or FALSE to stop further processing and pretend that the event // had been already processed or won't be processed at all, respectively virtual int FilterEvent(wxEvent& event); // 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 place where the assert occured, the text of the // assert itself and the user-specified message #ifdef __WXDEBUG__ virtual void OnAssert(const wxChar *file, int line, const wxChar *cond, const wxChar *msg); #endif // __WXDEBUG__ // check that the wxBuildOptions object (constructed in the application // itself, usually the one from IMPLEMENT_APP() macro) matches the build // options of the library and abort if it doesn't static bool CheckBuildOptions(const wxBuildOptions& buildOptions); // deprecated functions, please updae your code to not use them! // ------------------------------------------------------------- #if WXWIN_COMPATIBILITY_2_2 // used by obsolete wxDebugMsg only void SetWantDebugOutput( bool flag ) { m_wantDebugOutput = flag; } bool GetWantDebugOutput() const { return m_wantDebugOutput; } // TRUE if the application wants to get debug output bool m_wantDebugOutput; #endif // WXWIN_COMPATIBILITY_2_2 // 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; 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 wxUSE_GUI // 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 apps whats to use the best visual on systems where // more than one are available (Sun, SGI, XFree86 4.0 ?) bool m_useBestVisual; // does any of our windows has focus? bool m_isActive; #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(__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 #else // !GUI // can't use typedef because wxApp forward declared as a class class WXDLLEXPORT wxApp : public wxAppBase { }; #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 // ------------------------------------------------------ // Force an exit from main loop extern void WXDLLEXPORT wxExit(); // Yield to other apps/messages extern bool WXDLLEXPORT wxYield(); // Yield to other apps/messages extern void WXDLLEXPORT wxWakeUpIdle(); // Post a message to the given eventhandler which will be processed during the // next event loop iteration inline void wxPostEvent(wxEvtHandler *dest, wxEvent& event) { wxCHECK_RET( dest, wxT("need an object to post event to in wxPostEvent") ); #if wxUSE_GUI dest->AddPendingEvent(event); #else dest->ProcessEvent(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_GUI // 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(); // create an object of this class on stack to initialize/cleanup thel ibrary // automatically class WXDLLEXPORT wxInitializer { public: // initialize the library wxInitializer() { m_ok = wxInitialize(); } // has the initialization been successful? (explicit test) bool IsOk() const { return m_ok; } // has the initialization been successful? (implicit test) operator bool() const { return m_ok; } // dtor only does clean up if we initialized the library properly ~wxInitializer() { if ( m_ok ) wxUninitialize(); } private: bool m_ok; }; #endif // !wxUSE_GUI // ---------------------------------------------------------------------------- // 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 !wxUSE_GUI || defined(__WXMOTIF__) || defined(__WXGTK__) || defined(__WXPM__) || defined(__WXMGL__) || defined(__WXCOCOA__) #define IMPLEMENT_WXWIN_MAIN \ extern int wxEntry( int argc, char **argv ); \ int main(int argc, char **argv) { return wxEntry(argc, argv); } #elif defined(__WXMAC__) // wxMac seems to have a specific wxEntry prototype #define IMPLEMENT_WXWIN_MAIN \ extern int wxEntry( int argc, char **argv, bool enterLoop = TRUE ); \ int main(int argc, char **argv) { return wxEntry(argc, argv); } #elif defined(__WXMSW__) && defined(WXUSINGDLL) // NT defines APIENTRY, 3.x not #if !defined(WXAPIENTRY) #define WXAPIENTRY WXFAR wxSTDCALL #endif #include #include "wx/msw/winundef.h" #define IMPLEMENT_WXWIN_MAIN \ extern "C" 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 #ifdef __WXUNIVERSAL__ #include "wx/univ/theme.h" #define IMPLEMENT_WX_THEME_SUPPORT \ WX_USE_THEME(win32); \ WX_USE_THEME(gtk); #else #define IMPLEMENT_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) \ wxApp *wxCreateApp() \ { \ wxApp::CheckBuildOptions(wxBuildOptions()); \ return new appname; \ } \ wxAppInitializer wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \ appname& wxGetApp() { return *(appname *)wxTheApp; } // Same as IMPLEMENT_APP() normally but doesn't include themes support in // wxUniversal builds #define IMPLEMENT_APP_NO_THEMES(appname) \ IMPLEMENT_APP_NO_MAIN(appname) \ IMPLEMENT_WXWIN_MAIN // Use this macro exactly once, the argument is the name of the wxApp-derived // class which is the class of your application. #define IMPLEMENT_APP(appname) \ IMPLEMENT_APP_NO_THEMES(appname) \ IMPLEMENT_WX_THEME_SUPPORT // this macro can be used multiple times and just allows you to use wxGetApp() // function #define DECLARE_APP(appname) extern appname& wxGetApp(); #endif // _WX_APP_H_BASE_