58cc15871d
Allow defining event filters to globally pre-process all application events without having to override wxApp::FilterEvent(). git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@69794 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
861 lines
34 KiB
C++
861 lines
34 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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#include "wx/eventfilter.h" // (and another one)
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#include "wx/build.h"
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#include "wx/cmdargs.h" // for wxCmdLineArgsArray used by wxApp::argv
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#include "wx/init.h" // we must declare wxEntry()
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#include "wx/intl.h" // for wxLayoutDirection
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#include "wx/log.h" // for wxDISABLE_DEBUG_LOGGING_IN_RELEASE_BUILD()
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class WXDLLIMPEXP_FWD_BASE wxAppConsole;
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class WXDLLIMPEXP_FWD_BASE wxAppTraits;
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class WXDLLIMPEXP_FWD_BASE wxCmdLineParser;
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class WXDLLIMPEXP_FWD_BASE wxEventLoopBase;
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class WXDLLIMPEXP_FWD_BASE wxMessageOutput;
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#if wxUSE_GUI
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struct WXDLLIMPEXP_FWD_CORE wxVideoMode;
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class WXDLLIMPEXP_FWD_CORE wxWindow;
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#endif
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// this macro should be used in any main() or equivalent functions defined in wx
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#define wxDISABLE_DEBUG_SUPPORT() \
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wxDISABLE_ASSERTS_IN_RELEASE_BUILD(); \
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wxDISABLE_DEBUG_LOGGING_IN_RELEASE_BUILD()
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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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// global variables
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// ----------------------------------------------------------------------------
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// use of this list is strongly deprecated, use wxApp ScheduleForDestruction()
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// and IsScheduledForDestruction() methods instead of this list directly, it
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// is here for compatibility purposes only
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extern WXDLLIMPEXP_DATA_BASE(wxList) wxPendingDelete;
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// ----------------------------------------------------------------------------
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// wxAppConsoleBase: wxApp for non-GUI applications
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_BASE wxAppConsoleBase : public wxEvtHandler,
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public wxEventFilter
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{
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public:
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// ctor and dtor
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wxAppConsoleBase();
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virtual ~wxAppConsoleBase();
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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 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();
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// This is called by wxEventLoopBase::SetActive(): you should put the code
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// which needs an active event loop here.
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// Note that this function is called whenever an event loop is activated;
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// you may want to use wxEventLoopBase::IsMain() to perform initialization
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// specific for the app's main event loop.
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virtual void OnEventLoopEnter(wxEventLoopBase* WXUNUSED(loop)) {}
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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 called by wxEventLoopBase::OnExit() for each event loop which
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// is exited.
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virtual void OnEventLoopExit(wxEventLoopBase* WXUNUSED(loop)) {}
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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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// 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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void SetAppName(const wxString& name) { m_appName = name; }
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// set/get the application display name: the display name is the name
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// shown to the user in titles, reports, etc while the app name is
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// used for paths, config, and other places the user doesn't see
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//
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// by default the display name is the same as app name or a capitalized
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// version of the program if app name was not set neither but it's
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// usually better to set it explicitly to something nicer
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wxString GetAppDisplayName() const;
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void SetAppDisplayName(const wxString& name) { m_appDisplayName = 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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// set/get the vendor display name: the display name is shown
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// in titles/reports/dialogs to the user, while the vendor name
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// is used in some areas such as wxConfig, wxStandardPaths, etc
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const wxString& GetVendorDisplayName() const
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{
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return m_vendorDisplayName.empty() ? GetVendorName()
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: m_vendorDisplayName;
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}
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void SetVendorDisplayName(const wxString& name)
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{
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m_vendorDisplayName = name;
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}
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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 facade
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wxAppTraits *GetTraits();
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// this function provides safer access to traits object than
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// wxTheApp->GetTraits() during startup or termination when the global
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// application object itself may be unavailable
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//
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// of course, it still returns NULL in this case and the caller must check
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// for it
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static wxAppTraits *GetTraitsIfExists();
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// returns the main event loop instance, i.e. the event loop which is started
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// by OnRun() and which dispatches all events sent from the native toolkit
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// to the application (except when new event loops are temporarily set-up).
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// The returned value maybe NULL. Put initialization code which needs a
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// non-NULL main event loop into OnEventLoopEnter().
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wxEventLoopBase* GetMainLoop() const
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{ return m_mainLoop; }
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// event processing functions
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// --------------------------
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// Implement the inherited wxEventFilter method but just return -1 from it
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// to indicate that default processing should take place.
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virtual int FilterEvent(wxEvent& event);
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// return true if we're running event loop, i.e. if the events can
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// (already) be dispatched
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static bool IsMainLoopRunning();
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#if wxUSE_EXCEPTIONS
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// execute the functor to handle the given event
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//
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// this is a generalization of HandleEvent() below and the base class
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// implementation of CallEventHandler() still calls HandleEvent() for
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// compatibility for functors which are just wxEventFunctions (i.e. methods
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// of wxEvtHandler)
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virtual void CallEventHandler(wxEvtHandler *handler,
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wxEventFunctor& functor,
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wxEvent& event) const;
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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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// Called when an unhandled C++ exception occurs inside OnRun(): note that
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// the main event loop has already terminated by now and the program will
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// exit, if you need to really handle the exceptions you need to override
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// OnExceptionInMainLoop()
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virtual void OnUnhandledException();
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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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#endif // wxUSE_EXCEPTIONS
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// pending events
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// --------------
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// IMPORTANT: all these methods conceptually belong to wxEventLoopBase
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// but for many reasons we need to allow queuing of events
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// even when there's no event loop (e.g. in wxApp::OnInit);
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// this feature is used e.g. to queue events on secondary threads
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// or in wxPython to use wx.CallAfter before the GUI is initialized
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// process all events in the m_handlersWithPendingEvents list -- it is necessary
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// to 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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// check if there are pending events on global pending event list
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bool HasPendingEvents() const;
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// temporary suspends processing of the pending events
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void SuspendProcessingOfPendingEvents();
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// resume processing of the pending events previously stopped because of a
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// call to SuspendProcessingOfPendingEvents()
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void ResumeProcessingOfPendingEvents();
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// called by ~wxEvtHandler to (eventually) remove the handler from the list of
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// the handlers with pending events
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void RemovePendingEventHandler(wxEvtHandler* toRemove);
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// adds an event handler to the list of the handlers with pending events
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void AppendPendingEventHandler(wxEvtHandler* toAppend);
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// moves the event handler from the list of the handlers with pending events
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//to the list of the handlers with _delayed_ pending events
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void DelayPendingEventHandler(wxEvtHandler* toDelay);
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// deletes the current pending events
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void DeletePendingEvents();
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// delayed destruction
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// -------------------
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// If an object may have pending events for it, it shouldn't be deleted
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// immediately as this would result in a crash when trying to handle these
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// events: instead, it should be scheduled for destruction and really
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// destroyed only after processing all pending events.
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//
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// Notice that this is only possible if we have a running event loop,
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// otherwise the object is just deleted directly by ScheduleForDestruction()
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// and IsScheduledForDestruction() always returns false.
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// schedule the object for destruction in the near future
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void ScheduleForDestruction(wxObject *object);
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// return true if the object is scheduled for destruction
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bool IsScheduledForDestruction(wxObject *object) const;
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// wxEventLoop-related methods
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// ---------------------------
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// all these functions are forwarded to the corresponding methods of the
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// currently active event loop -- and do nothing if there is none
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virtual bool Pending();
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virtual bool Dispatch();
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virtual int MainLoop();
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virtual void ExitMainLoop();
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bool Yield(bool onlyIfNeeded = false);
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virtual void WakeUpIdle();
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// this method is called by the active event loop when there are no events
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// to process
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//
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// by default it generates the idle events and if you override it in your
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// derived class you should call the base class version to ensure that idle
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// events are still sent out
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virtual bool ProcessIdle();
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// this virtual function is overridden in GUI wxApp to always return true
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// as GUI applications always have an event loop -- but console ones may
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// have it or not, so it simply returns true if already have an event loop
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// running but false otherwise
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virtual bool UsesEventLoop() const;
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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 location of the failed assert (func may be empty
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// if the compiler doesn't support C99 __FUNCTION__), the text of the
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// assert itself and the user-specified message
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virtual void OnAssertFailure(const wxChar *file,
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int line,
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const wxChar *func,
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const wxChar *cond,
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const wxChar *msg);
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// old version of the function without func parameter, for compatibility
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// only, override OnAssertFailure() in the new code
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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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// check that the wxBuildOptions object (constructed in the application
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// itself, usually the one from wxIMPLEMENT_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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// 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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// this object is implicitly convertible to either "char**" (traditional
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// type of argv parameter of main()) or to "wchar_t **" (for compatibility
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// with Unicode build in previous wx versions and because the command line
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// can, in pr
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#if wxUSE_UNICODE
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wxCmdLineArgsArray argv;
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#else
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char **argv;
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#endif
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protected:
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// delete all objects in wxPendingDelete list
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//
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// called from ProcessPendingEvents()
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void DeletePendingObjects();
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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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// create main loop from AppTraits or return NULL if
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// there is no main loop implementation
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wxEventLoopBase *CreateMainLoop();
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// application info (must be set from the user code)
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wxString m_vendorName, // vendor name ("acme")
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m_vendorDisplayName, // vendor display name (e.g. "ACME Inc")
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m_appName, // app name ("myapp")
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m_appDisplayName, // app display name ("My Application")
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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 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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wxEventLoopBase *m_mainLoop;
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// pending events management vars:
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// the array of the handlers with pending events which needs to be processed
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// inside ProcessPendingEvents()
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wxEvtHandlerArray m_handlersWithPendingEvents;
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// helper array used by ProcessPendingEvents() to store the event handlers
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// which have pending events but of these events none can be processed right now
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// (because of a call to wxEventLoop::YieldFor() which asked to selectively process
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// pending events)
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wxEvtHandlerArray m_handlersWithPendingDelayedEvents;
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#if wxUSE_THREADS
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// this critical section protects both the lists above
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wxCriticalSection m_handlersWithPendingEventsLocker;
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#endif
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// flag modified by Suspend/ResumeProcessingOfPendingEvents()
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bool m_bDoPendingEventProcessing;
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friend class WXDLLIMPEXP_FWD_BASE wxEvtHandler;
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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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wxDECLARE_NO_COPY_CLASS(wxAppConsoleBase);
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};
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#if defined(__UNIX__) && !defined(__CYGWIN__)
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#include "wx/unix/app.h"
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#else
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// this has to be a class and not a typedef as we forward declare it
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class wxAppConsole : public wxAppConsoleBase { };
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#endif
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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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// safer alternatives to Yield(), using wxWindowDisabler
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virtual bool SafeYield(wxWindow *win, bool onlyIfNeeded);
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virtual bool SafeYieldFor(wxWindow *win, long eventsToProcess);
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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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// override base class version: GUI apps always use an event loop
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virtual bool UsesEventLoop() const { return true; }
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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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// 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 or wxDFB).
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virtual wxVideoMode GetDisplayMode() const;
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// Set display mode to use. This is only used in framebuffer wxWin
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// ports (such as wxMGL or wxDFB). 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, bool forceTrueColour = false )
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{ m_useBestVisual = flag; m_forceTrueColour = forceTrueColour; }
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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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// Return the layout direction for the current locale or wxLayout_Default
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// if it's unknown
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virtual wxLayoutDirection GetLayoutDirection() const;
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// Change the theme used by the application, return true on success.
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virtual bool SetNativeTheme(const wxString& WXUNUSED(theme)) { return false; }
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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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#if WXWIN_COMPATIBILITY_2_6
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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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wxDEPRECATED( bool Initialized() );
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#endif // WXWIN_COMPATIBILITY_2_6
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protected:
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// override base class method to use GUI traits
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virtual wxAppTraits *CreateTraits();
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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()
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//
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// the explanation for using this strange scheme is given in appcmn.cpp
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enum
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{
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Later = -1,
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No,
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Yes
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} m_exitOnFrameDelete;
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// true if the app wants to use the best visual on systems where
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// more than one are available (Sun, SGI, XFree86 4.0 ?)
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bool m_useBestVisual;
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// force TrueColour just in case "best" isn't TrueColour
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bool m_forceTrueColour;
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// does any of our windows have focus?
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bool m_isActive;
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wxDECLARE_NO_COPY_CLASS(wxAppBase);
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};
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#if WXWIN_COMPATIBILITY_2_6
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inline bool wxAppBase::Initialized() { return true; }
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#endif // WXWIN_COMPATIBILITY_2_6
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// ----------------------------------------------------------------------------
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// now include the declaration of the real class
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// ----------------------------------------------------------------------------
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#if defined(__WXPALMOS__)
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#include "wx/palmos/app.h"
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#elif defined(__WXMSW__)
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#include "wx/msw/app.h"
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#elif defined(__WXMOTIF__)
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#include "wx/motif/app.h"
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#elif defined(__WXMGL__)
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#include "wx/mgl/app.h"
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#elif defined(__WXDFB__)
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#include "wx/dfb/app.h"
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#elif defined(__WXGTK20__)
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#include "wx/gtk/app.h"
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#elif defined(__WXGTK__)
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#include "wx/gtk1/app.h"
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#elif defined(__WXX11__)
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#include "wx/x11/app.h"
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#elif defined(__WXMAC__)
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#include "wx/osx/app.h"
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#elif defined(__WXCOCOA__)
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#include "wx/cocoa/app.h"
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#elif defined(__WXPM__)
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#include "wx/os2/app.h"
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#endif
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#else // !GUI
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// wxApp is defined in core and we cannot define another one in wxBase,
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// so use the preprocessor to allow using wxApp in console programs too
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#define wxApp wxAppConsole
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#endif // GUI/!GUI
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// ----------------------------------------------------------------------------
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// the global data
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// ----------------------------------------------------------------------------
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// for compatibility, we define this macro to access the global application
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// object of type wxApp
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//
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// note that instead of using of wxTheApp in application code you should
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// consider using wxDECLARE_APP() after which you may call wxGetApp() which will
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// return the object of the correct type (i.e. MyApp and not wxApp)
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//
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// the cast is safe as in GUI build we only use wxApp, not wxAppConsole, and in
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// console mode it does nothing at all
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#define wxTheApp static_cast<wxApp*>(wxApp::GetInstance())
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// ----------------------------------------------------------------------------
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// global functions
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// ----------------------------------------------------------------------------
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// event loop related functions only work in GUI programs
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// ------------------------------------------------------
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// Force an exit from main loop
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WXDLLIMPEXP_BASE void wxExit();
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// avoid redeclaring this function here if it had been already declared by
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// wx/utils.h, this results in warnings from g++ with -Wredundant-decls
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#ifndef wx_YIELD_DECLARED
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#define wx_YIELD_DECLARED
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// Yield to other apps/messages
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WXDLLIMPEXP_CORE bool wxYield();
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#endif // wx_YIELD_DECLARED
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// Yield to other apps/messages
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WXDLLIMPEXP_BASE void wxWakeUpIdle();
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// ----------------------------------------------------------------------------
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// macros for dynamic creation of the application object
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// ----------------------------------------------------------------------------
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// Having a global instance of this class allows wxApp to be aware of the app
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// creator function. wxApp can then call this function to create a new app
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// object. Convoluted, but necessary.
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class WXDLLIMPEXP_BASE wxAppInitializer
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{
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public:
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wxAppInitializer(wxAppInitializerFunction fn)
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{ wxApp::SetInitializerFunction(fn); }
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};
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// the code below defines a wxIMPLEMENT_WXWIN_MAIN macro which you can use if
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// your compiler really, really wants main() to be in your main program (e.g.
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// hello.cpp). Now wxIMPLEMENT_APP should add this code if required.
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#define wxIMPLEMENT_WXWIN_MAIN_CONSOLE \
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int main(int argc, char **argv) \
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{ \
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wxDISABLE_DEBUG_SUPPORT(); \
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\
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return wxEntry(argc, argv); \
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}
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// port-specific header could have defined it already in some special way
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#ifndef wxIMPLEMENT_WXWIN_MAIN
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#define wxIMPLEMENT_WXWIN_MAIN wxIMPLEMENT_WXWIN_MAIN_CONSOLE
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#endif // defined(wxIMPLEMENT_WXWIN_MAIN)
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#ifdef __WXUNIVERSAL__
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#include "wx/univ/theme.h"
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#ifdef wxUNIV_DEFAULT_THEME
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#define wxIMPLEMENT_WX_THEME_SUPPORT \
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WX_USE_THEME(wxUNIV_DEFAULT_THEME);
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#else
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#define wxIMPLEMENT_WX_THEME_SUPPORT
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#endif
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#else
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#define wxIMPLEMENT_WX_THEME_SUPPORT
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#endif
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// Use this macro if you want to define your own main() or WinMain() function
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// and call wxEntry() from there.
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#define wxIMPLEMENT_APP_NO_MAIN(appname) \
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wxAppConsole *wxCreateApp() \
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{ \
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wxAppConsole::CheckBuildOptions(WX_BUILD_OPTIONS_SIGNATURE, \
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"your program"); \
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return new appname; \
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} \
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wxAppInitializer \
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wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \
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appname& wxGetApp() { return *static_cast<appname*>(wxApp::GetInstance()); } \
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wxDECLARE_APP(appname)
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// Same as wxIMPLEMENT_APP() normally but doesn't include themes support in
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// wxUniversal builds
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#define wxIMPLEMENT_APP_NO_THEMES(appname) \
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wxIMPLEMENT_WXWIN_MAIN \
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wxIMPLEMENT_APP_NO_MAIN(appname)
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// Use this macro exactly once, the argument is the name of the wxApp-derived
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// class which is the class of your application.
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#define wxIMPLEMENT_APP(appname) \
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wxIMPLEMENT_WX_THEME_SUPPORT \
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wxIMPLEMENT_APP_NO_THEMES(appname)
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// Same as IMPLEMENT_APP(), but for console applications.
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#define wxIMPLEMENT_APP_CONSOLE(appname) \
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wxIMPLEMENT_WXWIN_MAIN_CONSOLE \
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wxIMPLEMENT_APP_NO_MAIN(appname)
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// this macro can be used multiple times and just allows you to use wxGetApp()
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// function
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#define wxDECLARE_APP(appname) \
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extern appname& wxGetApp()
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// declare the stuff defined by wxIMPLEMENT_APP() macro, it's not really needed
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// anywhere else but at the very least it suppresses icc warnings about
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// defining extern symbols without prior declaration, and it shouldn't do any
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// harm
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extern wxAppConsole *wxCreateApp();
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extern wxAppInitializer wxTheAppInitializer;
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// ----------------------------------------------------------------------------
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// Compatibility macro aliases
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// ----------------------------------------------------------------------------
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// deprecated variants _not_ requiring a semicolon after them
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// (note that also some wx-prefixed macro do _not_ require a semicolon because
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// it's not always possible to force the compire to require it)
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#define IMPLEMENT_WXWIN_MAIN_CONSOLE wxIMPLEMENT_WXWIN_MAIN_CONSOLE
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#define IMPLEMENT_WXWIN_MAIN wxIMPLEMENT_WXWIN_MAIN
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#define IMPLEMENT_WX_THEME_SUPPORT wxIMPLEMENT_WX_THEME_SUPPORT
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#define IMPLEMENT_APP_NO_MAIN(app) wxIMPLEMENT_APP_NO_MAIN(app);
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#define IMPLEMENT_APP_NO_THEMES(app) wxIMPLEMENT_APP_NO_THEMES(app);
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#define IMPLEMENT_APP(app) wxIMPLEMENT_APP(app);
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#define IMPLEMENT_APP_CONSOLE(app) wxIMPLEMENT_APP_CONSOLE(app);
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#define DECLARE_APP(app) wxDECLARE_APP(app);
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#endif // _WX_APP_H_BASE_
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