5f4f5b58f6
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@29645 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
685 lines
25 KiB
C++
685 lines
25 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: wx/app.h
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// Purpose: wxAppBase class and macros used for declaration of wxApp
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// derived class in the user code
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// Author: Julian Smart
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// Modified by:
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// Created: 01/02/97
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// RCS-ID: $Id$
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// Copyright: (c) Julian Smart
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_APP_H_BASE_
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#define _WX_APP_H_BASE_
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// ----------------------------------------------------------------------------
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// headers we have to include here
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// ----------------------------------------------------------------------------
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#include "wx/event.h" // for the base class
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#if wxUSE_GUI
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#include "wx/window.h" // for wxTopLevelWindows
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#include "wx/vidmode.h"
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#endif // wxUSE_GUI
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#include "wx/build.h"
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#include "wx/init.h" // we must declare wxEntry()
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class WXDLLIMPEXP_BASE wxAppConsole;
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class WXDLLIMPEXP_BASE wxAppTraits;
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class WXDLLIMPEXP_BASE wxCmdLineParser;
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class WXDLLIMPEXP_BASE wxLog;
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class WXDLLIMPEXP_BASE wxMessageOutput;
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// wxUSE_EVTLOOP_IN_APP is a temporary hack needed until all ports are updated
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// to use wxEventLoop, otherwise we get linking errors on wxMac, it's going to
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// disappear a.s.a.p.
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#ifdef __WXMAC__
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#define wxUSE_EVTLOOP_IN_APP 0
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#else
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#define wxUSE_EVTLOOP_IN_APP 1
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class WXDLLEXPORT wxEventLoop;
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#endif
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// ----------------------------------------------------------------------------
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// typedefs
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// ----------------------------------------------------------------------------
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// the type of the function used to create a wxApp object on program start up
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typedef wxAppConsole* (*wxAppInitializerFunction)();
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// ----------------------------------------------------------------------------
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// constants
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// ----------------------------------------------------------------------------
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enum
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{
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wxPRINT_WINDOWS = 1,
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wxPRINT_POSTSCRIPT = 2
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};
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// ----------------------------------------------------------------------------
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// wxAppConsole: wxApp for non-GUI applications
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_BASE wxAppConsole : public wxEvtHandler
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{
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public:
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// ctor and dtor
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wxAppConsole();
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virtual ~wxAppConsole();
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// the virtual functions which may/must be overridden in the derived class
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// -----------------------------------------------------------------------
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// This is the very first function called for a newly created wxApp object,
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// it is used by the library to do the global initialization. If, for some
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// reason, you must override it (instead of just overriding OnInit(), as
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// usual, for app-specific initializations), do not forget to call the base
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// class version!
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virtual bool Initialize(int& argc, wxChar **argv);
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// This gives wxCocoa a chance to call OnInit() with a memory pool in place
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virtual bool CallOnInit() { return OnInit(); }
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// Called before OnRun(), this is a good place to do initialization -- if
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// anything fails, return false from here to prevent the program from
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// continuing. The command line is normally parsed here, call the base
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// class OnInit() to do it.
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virtual bool OnInit();
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// this is here only temporary hopefully (FIXME)
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virtual bool OnInitGui() { return true; }
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// This is the replacement for the normal main(): all program work should
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// be done here. When OnRun() returns, the programs starts shutting down.
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virtual int OnRun() = 0;
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// This is only called if OnInit() returned true so it's a good place to do
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// any cleanup matching the initializations done there.
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virtual int OnExit();
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// This is the very last function called on wxApp object before it is
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// destroyed. If you override it (instead of overriding OnExit() as usual)
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// do not forget to call the base class version!
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virtual void CleanUp();
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// Called when a fatal exception occurs, this function should take care not
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// to do anything which might provoke a nested exception! It may be
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// overridden if you wish to react somehow in non-default way (core dump
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// under Unix, application crash under Windows) to fatal program errors,
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// however extreme care should be taken if you don't want this function to
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// crash.
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virtual void OnFatalException() { }
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#if wxUSE_EXCEPTIONS
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// function called if an uncaught exception is caught inside the main
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// event loop: it may return true to continue running the event loop or
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// false to stop it (in the latter case it may rethrow the exception as
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// well)
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virtual bool OnExceptionInMainLoop();
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// Called when an unhandled C++ exception occurs inside OnRun(): note that
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// the exception type is lost by now, so if you really want to handle the
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// exception you should override OnRun() and put a try/catch around
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// MainLoop() call there
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virtual void OnUnhandledException() { }
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#endif // wxUSE_EXCEPTIONS
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// Called from wxExit() function, should terminate the application a.s.a.p.
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virtual void Exit();
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// application info: name, description, vendor
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// -------------------------------------------
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// NB: all these should be set by the application itself, there are no
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// reasonable default except for the application name which is taken to
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// be argv[0]
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// set/get the application name
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wxString GetAppName() const
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{
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return m_appName.empty() ? m_className : m_appName;
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}
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void SetAppName(const wxString& name) { m_appName = name; }
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// set/get the app class name
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wxString GetClassName() const { return m_className; }
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void SetClassName(const wxString& name) { m_className = name; }
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// set/get the vendor name
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const wxString& GetVendorName() const { return m_vendorName; }
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void SetVendorName(const wxString& name) { m_vendorName = name; }
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// cmd line parsing stuff
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// ----------------------
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// all of these methods may be overridden in the derived class to
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// customize the command line parsing (by default only a few standard
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// options are handled)
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//
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// you also need to call wxApp::OnInit() from YourApp::OnInit() for all
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// this to work
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#if wxUSE_CMDLINE_PARSER
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// this one is called from OnInit() to add all supported options
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// to the given parser (don't forget to call the base class version if you
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// override it!)
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virtual void OnInitCmdLine(wxCmdLineParser& parser);
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// called after successfully parsing the command line, return true
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// to continue and false to exit (don't forget to call the base class
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// version if you override it!)
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virtual bool OnCmdLineParsed(wxCmdLineParser& parser);
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// called if "--help" option was specified, return true to continue
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// and false to exit
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virtual bool OnCmdLineHelp(wxCmdLineParser& parser);
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// called if incorrect command line options were given, return
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// false to abort and true to continue
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virtual bool OnCmdLineError(wxCmdLineParser& parser);
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#endif // wxUSE_CMDLINE_PARSER
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// miscellaneous customization functions
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// -------------------------------------
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// create the app traits object to which we delegate for everything which
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// either should be configurable by the user (then he can change the
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// default behaviour simply by overriding CreateTraits() and returning his
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// own traits object) or which is GUI/console dependent as then wxAppTraits
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// allows us to abstract the differences behind the common fa<66>ade
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wxAppTraits *GetTraits();
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// the functions below shouldn't be used now that we have wxAppTraits
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#if WXWIN_COMPATIBILITY_2_4
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#if wxUSE_LOG
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// override this function to create default log target of arbitrary
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// user-defined class (default implementation creates a wxLogGui
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// object) -- this log object is used by default by all wxLogXXX()
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// functions.
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virtual wxLog *CreateLogTarget();
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#endif // wxUSE_LOG
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// similar to CreateLogTarget() but for the global wxMessageOutput
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// object
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virtual wxMessageOutput *CreateMessageOutput();
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#endif // WXWIN_COMPATIBILITY_2_4
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// event processing functions
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// --------------------------
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// this method allows to filter all the events processed by the program, so
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// you should try to return quickly from it to avoid slowing down the
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// program to the crawl
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//
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// return value should be -1 to continue with the normal event processing,
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// or TRUE or FALSE to stop further processing and pretend that the event
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// had been already processed or won't be processed at all, respectively
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virtual int FilterEvent(wxEvent& event);
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#if wxUSE_EXCEPTIONS
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// call the specified handler on the given object with the given event
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//
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// this method only exists to allow catching the exceptions thrown by any
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// event handler, it would lead to an extra (useless) virtual function call
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// if the exceptions were not used, so it doesn't even exist in that case
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virtual void HandleEvent(wxEvtHandler *handler,
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wxEventFunction func,
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wxEvent& event) const;
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#endif // wxUSE_EXCEPTIONS
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// process all events in the wxPendingEvents list -- it is necessary to
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// call this function to process posted events. This happens during each
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// event loop iteration in GUI mode but if there is no main loop, it may be
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// also called directly.
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virtual void ProcessPendingEvents();
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// doesn't do anything in this class, just a hook for GUI wxApp
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virtual bool Yield(bool WXUNUSED(onlyIfNeeded) = false) { return true; }
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// make sure that idle events are sent again
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virtual void WakeUpIdle() { }
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// debugging support
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// -----------------
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// this function is called when an assert failure occurs, the base class
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// version does the normal processing (i.e. shows the usual assert failure
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// dialog box)
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//
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// the arguments are the place where the assert occured, the text of the
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// assert itself and the user-specified message
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#ifdef __WXDEBUG__
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virtual void OnAssert(const wxChar *file,
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int line,
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const wxChar *cond,
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const wxChar *msg);
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#endif // __WXDEBUG__
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// check that the wxBuildOptions object (constructed in the application
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// itself, usually the one from IMPLEMENT_APP() macro) matches the build
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// options of the library and abort if it doesn't
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static bool CheckBuildOptions(const char *optionsSignature,
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const char *componentName);
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#if WXWIN_COMPATIBILITY_2_4
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static bool CheckBuildOptions(const wxBuildOptions& buildOptions)
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{
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return CheckBuildOptions(buildOptions.m_signature, "your program");
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}
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#endif
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// implementation only from now on
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// -------------------------------
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// helpers for dynamic wxApp construction
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static void SetInitializerFunction(wxAppInitializerFunction fn)
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{ ms_appInitFn = fn; }
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static wxAppInitializerFunction GetInitializerFunction()
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{ return ms_appInitFn; }
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// accessors for ms_appInstance field (external code might wish to modify
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// it, this is why we provide a setter here as well, but you should really
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// know what you're doing if you call it), wxTheApp is usually used instead
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// of GetInstance()
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static wxAppConsole *GetInstance() { return ms_appInstance; }
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static void SetInstance(wxAppConsole *app) { ms_appInstance = app; }
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// command line arguments (public for backwards compatibility)
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int argc;
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wxChar **argv;
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protected:
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// the function which creates the traits object when GetTraits() needs it
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// for the first time
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virtual wxAppTraits *CreateTraits();
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// function used for dynamic wxApp creation
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static wxAppInitializerFunction ms_appInitFn;
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// the one and only global application object
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static wxAppConsole *ms_appInstance;
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// application info (must be set from the user code)
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wxString m_vendorName, // vendor name (ACME Inc)
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m_appName, // app name
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m_className; // class name
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// the class defining the application behaviour, NULL initially and created
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// by GetTraits() when first needed
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wxAppTraits *m_traits;
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// the application object is a singleton anyhow, there is no sense in
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// copying it
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DECLARE_NO_COPY_CLASS(wxAppConsole)
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};
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// ----------------------------------------------------------------------------
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// wxAppBase: the common part of wxApp implementations for all platforms
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// ----------------------------------------------------------------------------
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#if wxUSE_GUI
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class WXDLLIMPEXP_CORE wxAppBase : public wxAppConsole
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{
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public:
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wxAppBase();
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virtual ~wxAppBase();
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// the virtual functions which may/must be overridden in the derived class
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// -----------------------------------------------------------------------
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// very first initialization function
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//
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// Override: very rarely
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virtual bool Initialize(int& argc, wxChar **argv);
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// a platform-dependent version of OnInit(): the code here is likely to
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// depend on the toolkit. default version does nothing.
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//
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// Override: rarely.
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virtual bool OnInitGui();
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// called to start program execution - the default version just enters
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// the main GUI loop in which events are received and processed until
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// the last window is not deleted (if GetExitOnFrameDelete) or
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// ExitMainLoop() is called. In console mode programs, the execution
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// of the program really starts here
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//
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// Override: rarely in GUI applications, always in console ones.
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virtual int OnRun();
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// a matching function for OnInit()
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virtual int OnExit();
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// very last clean up function
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//
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// Override: very rarely
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virtual void CleanUp();
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// the worker functions - usually not used directly by the user code
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// -----------------------------------------------------------------
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// return true if we're running main loop, i.e. if the events can
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// (already) be dispatched
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bool IsMainLoopRunning() const
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{
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#if wxUSE_EVTLOOP_IN_APP
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return m_mainLoop != NULL;
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#else
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return false;
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#endif
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}
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// execute the main GUI loop, the function returns when the loop ends
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virtual int MainLoop();
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// exit the main loop thus terminating the application
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virtual void Exit();
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// exit the main GUI loop during the next iteration (i.e. it does not
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// stop the program immediately!)
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virtual void ExitMainLoop();
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// returns true if there are unprocessed events in the event queue
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virtual bool Pending();
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// process the first event in the event queue (blocks until an event
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// appears if there are none currently, use Pending() if this is not
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// wanted), returns false if the event loop should stop and true
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// otherwise
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virtual bool Dispatch();
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// process all currently pending events right now
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//
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// it is an error to call Yield() recursively unless the value of
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// onlyIfNeeded is true
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//
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// WARNING: this function is dangerous as it can lead to unexpected
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// reentrancies (i.e. when called from an event handler it
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// may result in calling the same event handler again), use
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// with _extreme_ care or, better, don't use at all!
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virtual bool Yield(bool onlyIfNeeded = false) = 0;
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// this virtual function is called in the GUI mode when the application
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// becomes idle and normally just sends wxIdleEvent to all interested
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// parties
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//
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// it should return true if more idle events are needed, false if not
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virtual bool ProcessIdle();
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// Send idle event to window and all subwindows
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// Returns true if more idle time is requested.
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virtual bool SendIdleEvents(wxWindow* win, wxIdleEvent& event);
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// Perform standard OnIdle behaviour: call from port's OnIdle
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void OnIdle(wxIdleEvent& event);
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// top level window functions
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// --------------------------
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// return true if our app has focus
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virtual bool IsActive() const { return m_isActive; }
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// set the "main" top level window
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void SetTopWindow(wxWindow *win) { m_topWindow = win; }
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// return the "main" top level window (if it hadn't been set previously
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// with SetTopWindow(), will return just some top level window and, if
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// there are none, will return NULL)
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virtual wxWindow *GetTopWindow() const
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{
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if (m_topWindow)
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return m_topWindow;
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else if (wxTopLevelWindows.GetCount() > 0)
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return wxTopLevelWindows.GetFirst()->GetData();
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else
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return (wxWindow *)NULL;
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}
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// control the exit behaviour: by default, the program will exit the
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// main loop (and so, usually, terminate) when the last top-level
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// program window is deleted. Beware that if you disable this behaviour
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// (with SetExitOnFrameDelete(false)), you'll have to call
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// ExitMainLoop() explicitly from somewhere.
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void SetExitOnFrameDelete(bool flag)
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{ m_exitOnFrameDelete = flag ? Yes : No; }
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bool GetExitOnFrameDelete() const
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{ return m_exitOnFrameDelete == Yes; }
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// display mode, visual, printing mode, ...
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// ------------------------------------------------------------------------
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// Get display mode that is used use. This is only used in framebuffer
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// wxWin ports (such as wxMGL).
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virtual wxVideoMode GetDisplayMode() const { return wxVideoMode(); }
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// Set display mode to use. This is only used in framebuffer wxWin
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// ports (such as wxMGL). This method should be called from
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// wxApp::OnInitGui
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virtual bool SetDisplayMode(const wxVideoMode& WXUNUSED(info)) { return true; }
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// set use of best visual flag (see below)
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void SetUseBestVisual( bool flag ) { m_useBestVisual = flag; }
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bool GetUseBestVisual() const { return m_useBestVisual; }
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// set/get printing mode: see wxPRINT_XXX constants.
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//
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// default behaviour is the normal one for Unix: always use PostScript
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// printing.
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virtual void SetPrintMode(int WXUNUSED(mode)) { }
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int GetPrintMode() const { return wxPRINT_POSTSCRIPT; }
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// command line parsing (GUI-specific)
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// ------------------------------------------------------------------------
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#if wxUSE_CMDLINE_PARSER
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virtual bool OnCmdLineParsed(wxCmdLineParser& parser);
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virtual void OnInitCmdLine(wxCmdLineParser& parser);
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#endif
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// miscellaneous other stuff
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// ------------------------------------------------------------------------
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// called by toolkit-specific code to set the app status: active (we have
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// focus) or not and also the last window which had focus before we were
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// deactivated
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virtual void SetActive(bool isActive, wxWindow *lastFocus);
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// OBSOLETE: don't use, always returns true
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//
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// returns true if the program is successfully initialized
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bool Initialized() { return true; }
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protected:
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// delete all objects in wxPendingDelete list
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void DeletePendingObjects();
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// override base class method to use GUI traits
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virtual wxAppTraits *CreateTraits();
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#if wxUSE_EVTLOOP_IN_APP
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// the main event loop of the application (may be NULL if the loop hasn't
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// been started yet or has already terminated)
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wxEventLoop *m_mainLoop;
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#endif // wxUSE_EVTLOOP_IN_APP
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// the main top level window (may be NULL)
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wxWindow *m_topWindow;
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// if Yes, exit the main loop when the last top level window is deleted, if
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// 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;
|
||
|
||
|
||
DECLARE_NO_COPY_CLASS(wxAppBase)
|
||
};
|
||
|
||
#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
|
||
// allow using just wxApp (instead of wxAppConsole) in console programs
|
||
typedef wxAppConsole wxApp;
|
||
#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 DECLARE_APP() after which you may call wxGetApp() which will
|
||
// return the object of the correct type (i.e. MyApp and not wxApp)
|
||
//
|
||
// the cast is safe as in GUI build we only use wxApp, not wxAppConsole, and in
|
||
// console mode it does nothing at all
|
||
#define wxTheApp ((wxApp *)wxApp::GetInstance())
|
||
|
||
// ----------------------------------------------------------------------------
|
||
// global functions
|
||
// ----------------------------------------------------------------------------
|
||
|
||
// event loop related functions only work in GUI programs
|
||
// ------------------------------------------------------
|
||
|
||
// Force an exit from main loop
|
||
extern void WXDLLIMPEXP_BASE wxExit();
|
||
|
||
// Yield to other apps/messages
|
||
extern bool WXDLLIMPEXP_BASE wxYield();
|
||
|
||
// Yield to other apps/messages
|
||
extern void WXDLLIMPEXP_BASE 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 IMPLEMENT_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 IMPLEMENT_APP should add this code if required.
|
||
|
||
#define IMPLEMENT_WXWIN_MAIN_CONSOLE \
|
||
int main(int argc, char **argv) { return wxEntry(argc, argv); }
|
||
|
||
// port-specific header could have defined it already in some special wau
|
||
#ifndef IMPLEMENT_WXWIN_MAIN
|
||
#define IMPLEMENT_WXWIN_MAIN IMPLEMENT_WXWIN_MAIN_CONSOLE
|
||
#endif // defined(IMPLEMENT_WXWIN_MAIN)
|
||
|
||
#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) \
|
||
wxAppConsole *wxCreateApp() \
|
||
{ \
|
||
wxAppConsole::CheckBuildOptions(WX_BUILD_OPTIONS_SIGNATURE, \
|
||
"your program"); \
|
||
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
|
||
|
||
// Same as IMPLEMENT_APP(), but for console applications.
|
||
#define IMPLEMENT_APP_CONSOLE(appname) \
|
||
IMPLEMENT_APP_NO_MAIN(appname) \
|
||
IMPLEMENT_WXWIN_MAIN_CONSOLE
|
||
|
||
// 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_
|
||
|