b963ce0583
Currently this simply links to the existing port-specific installation instructions, but this should provide a less confusing and more prominent entry point than the existing topics.
318 lines
9.8 KiB
C++
318 lines
9.8 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: helloworld.h
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// Purpose: topic overview
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// Author: wxWidgets team
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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/**
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@page overview_helloworld Hello World Example
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@tableofcontents
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This page shows a very simple wxWidgets program that can be used as a skeleton
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for your own code. While it does nothing very useful, it introduces a couple of
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important concepts and explains how to write a working wxWidgets application.
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Trying building and running this application is also a good way of checking
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that wxWidgets is correctly installed on your system. And if you haven't
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installed wxWidgets yet, please @ref overview_install "do it first".
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Note that this simple example creates the UI entirely from C++ code which is
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fine for a simple example, but more realistic examples will typically define
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their UI at least partially in @ref overview_xrc "XRC resource files".
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First, you have to include wxWidgets' header files, of course. This can be done
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on a file by file basis (such as @c wx/window.h) or using one global include
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(@c wx/wx.h) which includes most of the commonly needed headers (although not
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all of them as there are simply too many wxWidgets headers to pull in all of
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them). For the platforms with support for precompiled headers, as indicated by
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@c WX_PRECOMP, this global header is already included by @c wx/wxprec.h so we
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only include it for the other ones:
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@code
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// wxWidgets "Hello World" Program
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// For compilers that support precompilation, includes "wx/wx.h".
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#include <wx/wxprec.h>
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#ifndef WX_PRECOMP
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#include <wx/wx.h>
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#endif
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@endcode
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Practically every app should define a new class derived from wxApp. By
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overriding wxApp's OnInit() virtual method the program can be initialized,
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e.g. by creating a new main window.
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@code
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class MyApp : public wxApp
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{
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public:
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virtual bool OnInit();
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};
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@endcode
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The main window is created by deriving a class from wxFrame and giving it a
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menu and a status bar in its constructor. Also, any class that wishes to
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respond to an "event" (such as mouse clicks, messages from the menu, or a
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button) must declare an event table using the macro below.
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Finally, reacting to such events is done via "event handlers" which are
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just functions (or functors, including lambdas if you're using C++11)
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taking the @c event parameter of the type corresponding to the event being
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handled, e.g. wxCommandEvent for the events from simple controls such as
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buttons, text fields and also menu items. In our example, we react to three
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menu items: our custom "Hello", and the "Exit" and "About" items (any program
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should normally implement the latter two). Notice that these handlers don't
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need to be virtual or public.
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@code
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class MyFrame : public wxFrame
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{
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public:
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MyFrame();
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private:
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void OnHello(wxCommandEvent& event);
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void OnExit(wxCommandEvent& event);
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void OnAbout(wxCommandEvent& event);
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};
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@endcode
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In order to be able to react to a menu command, it must be given a unique
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identifier which can be defined as a const variable or an enum element. The
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latter is often used because typically many such constants will be needed:
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@code
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enum
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{
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ID_Hello = 1
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};
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@endcode
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Notice that you don't need to define identifiers for "About" and "Exit", as
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wxWidgets already predefines standard values such as wxID_ABOUT and wxID_EXIT.
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You should use these whenever possible, as they can be handled in a special
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way by a particular platform.
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As in all programs, there must be a "main" function. Under wxWidgets, main is
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implemented inside the ::wxIMPLEMENT_APP() macro, which creates an application
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instance of the specified class and starts running the GUI event loop. It is
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used simply as:
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@code
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wxIMPLEMENT_APP(MyApp);
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@endcode
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As mentioned above, wxApp::OnInit() is called upon startup and should be used
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to initialize the program, maybe showing a "splash screen" and creating the
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main window (or several). Frames are created hidden by default, to allow the
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creation of child windows before displaying them. We thus need to explicitly
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show them. Finally, we return @true from this method to indicate successful
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initialization:
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@code
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bool MyApp::OnInit()
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{
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MyFrame *frame = new MyFrame();
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frame->Show(true);
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return true;
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}
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@endcode
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In the constructor of the main window (or later on), we create a menu with our
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menu items, as well as a status bar to be shown at the bottom of the main
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window. Both have to be bound to the frame with respective calls.
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@code
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MyFrame::MyFrame()
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: wxFrame(NULL, wxID_ANY, "Hello World")
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{
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wxMenu *menuFile = new wxMenu;
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menuFile->Append(ID_Hello, "&Hello...\tCtrl-H",
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"Help string shown in status bar for this menu item");
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menuFile->AppendSeparator();
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menuFile->Append(wxID_EXIT);
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wxMenu *menuHelp = new wxMenu;
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menuHelp->Append(wxID_ABOUT);
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append(menuFile, "&File");
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menuBar->Append(menuHelp, "&Help");
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SetMenuBar(menuBar);
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CreateStatusBar();
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SetStatusText("Welcome to wxWidgets!");
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... continued below ...
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@endcode
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Notice that we don't need to specify the labels for the standard menu items
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@c wxID_ABOUT and @c wxID_EXIT — they will be given standard (even correctly
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translated) labels and standard accelerators correct for the current
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platform, making our program behaviour more native. For this reason, you
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should prefer reusing the standard ids (see @ref page_stockitems) where
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possible.
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We also have to connect our event handlers to the events we want to handle in
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them. We do this by calling Bind() to send all the menu events (identified by
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wxEVT_MENU event type) with the specified ID to the given function. The
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parameters we pass to Bind() are
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-# The event type, e.g. wxEVT_MENU, wxEVT_BUTTON, wxEVT_SIZE, or one
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of many other events used by wxWidgets.
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-# A Pointer to the method to call, and the object to call it on. In
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this case, we just call our own function, and pass the `this` pointer
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for the object itself. We could instead call the method of another object,
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or a non-member function — in fact, any object that can be called with a
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wxCommandEvent, can be used here.
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-# An optional identifier, allowing us to select just some events of wxEVT_MENU
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type, namely those from the menu item with the given ID, instead of handling
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all of them in the provided handler. This is mainly useful with menu items
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and rarely with other kinds of events.
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@code
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... continued from above ...
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Bind(wxEVT_MENU, &MyFrame::OnHello, this, ID_Hello);
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Bind(wxEVT_MENU, &MyFrame::OnAbout, this, wxID_ABOUT);
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Bind(wxEVT_MENU, &MyFrame::OnExit, this, wxID_EXIT);
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}
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@endcode
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Here are the standard event handlers implementations. MyFrame::OnExit() closes
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the main window by calling Close(). The parameter @true indicates that other
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windows have no veto power such as after asking "Do you really want to close?".
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If there is no other main window left, the application will quit.
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@code
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void MyFrame::OnExit(wxCommandEvent& event)
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{
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Close(true);
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}
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@endcode
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MyFrame::OnAbout() will display a small window with some text in it. In this
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case a typical "About" window with information about the program.
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@code
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void MyFrame::OnAbout(wxCommandEvent& event)
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{
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wxMessageBox("This is a wxWidgets Hello World example",
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"About Hello World", wxOK | wxICON_INFORMATION);
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}
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@endcode
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The implementation of custom menu command handler may perform whatever task
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your program needs to do, in this case we will simply show a message from it as
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befits a Hello World example:
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@code
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void MyFrame::OnHello(wxCommandEvent& event)
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{
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wxLogMessage("Hello world from wxWidgets!");
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}
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@endcode
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@note In C++11 programs, it can be convenient to use unnamed lambdas instead of
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functions for event handlers, especially when handling events from the
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controls as this allows to keep the code creating the control and handling
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its event together in the same place. Here, for example, we could replace
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the wxID_EXIT handler with just
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@code
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Bind(wxEVT_MENU, [=](wxCommandEvent&) { Close(true); }, wxID_EXIT);
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@endcode
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Here is the entire program that can be copied and pasted:
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@code
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// wxWidgets "Hello World" Program
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// For compilers that support precompilation, includes "wx/wx.h".
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#include <wx/wxprec.h>
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#ifndef WX_PRECOMP
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#include <wx/wx.h>
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#endif
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class MyApp : public wxApp
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{
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public:
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virtual bool OnInit();
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};
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class MyFrame : public wxFrame
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{
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public:
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MyFrame();
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private:
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void OnHello(wxCommandEvent& event);
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void OnExit(wxCommandEvent& event);
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void OnAbout(wxCommandEvent& event);
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};
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enum
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{
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ID_Hello = 1
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};
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wxIMPLEMENT_APP(MyApp);
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bool MyApp::OnInit()
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{
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MyFrame *frame = new MyFrame();
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frame->Show(true);
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return true;
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}
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MyFrame::MyFrame()
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: wxFrame(NULL, wxID_ANY, "Hello World")
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{
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wxMenu *menuFile = new wxMenu;
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menuFile->Append(ID_Hello, "&Hello...\tCtrl-H",
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"Help string shown in status bar for this menu item");
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menuFile->AppendSeparator();
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menuFile->Append(wxID_EXIT);
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wxMenu *menuHelp = new wxMenu;
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menuHelp->Append(wxID_ABOUT);
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append(menuFile, "&File");
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menuBar->Append(menuHelp, "&Help");
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SetMenuBar( menuBar );
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CreateStatusBar();
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SetStatusText("Welcome to wxWidgets!");
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Bind(wxEVT_MENU, &MyFrame::OnHello, this, ID_Hello);
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Bind(wxEVT_MENU, &MyFrame::OnAbout, this, wxID_ABOUT);
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Bind(wxEVT_MENU, &MyFrame::OnExit, this, wxID_EXIT);
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}
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void MyFrame::OnExit(wxCommandEvent& event)
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{
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Close(true);
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}
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void MyFrame::OnAbout(wxCommandEvent& event)
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{
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wxMessageBox("This is a wxWidgets Hello World example",
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"About Hello World", wxOK | wxICON_INFORMATION);
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}
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void MyFrame::OnHello(wxCommandEvent& event)
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{
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wxLogMessage("Hello world from wxWidgets!");
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}
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@endcode
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*/
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