wxWidgets/include/wx/app.h
2003-06-24 00:56:19 +00:00

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/////////////////////////////////////////////////////////////////////////////
// Name: wx/app.h
// Purpose: wxAppBase class and macros used for declaration of wxApp
// derived class in the user code
// Author: Julian Smart
// Modified by:
// Created: 01/02/97
// RCS-ID: $Id$
// Copyright: (c) Julian Smart
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_APP_H_BASE_
#define _WX_APP_H_BASE_
#if defined(__GNUG__) && !defined(__APPLE__)
#pragma interface "appbase.h"
#endif
// ----------------------------------------------------------------------------
// headers we have to include here
// ----------------------------------------------------------------------------
#include "wx/event.h" // for the base class
#if wxUSE_GUI
#include "wx/window.h" // for wxTopLevelWindows
#endif // wxUSE_GUI
#include "wx/build.h"
class WXDLLEXPORT wxApp;
class WXDLLEXPORT wxAppTraits;
class WXDLLEXPORT wxCmdLineParser;
class WXDLLEXPORT wxLog;
class WXDLLEXPORT wxMessageOutput;
// ----------------------------------------------------------------------------
// typedefs
// ----------------------------------------------------------------------------
// the type of the function used to create a wxApp object on program start up
typedef wxApp* (*wxAppInitializerFunction)();
// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------
enum
{
wxPRINT_WINDOWS = 1,
wxPRINT_POSTSCRIPT = 2
};
// ----------------------------------------------------------------------------
// support for framebuffer ports
// ----------------------------------------------------------------------------
#if wxUSE_GUI
// VS: Fullscreen/framebuffer application needs to choose display mode prior
// to wxWindows initialization. This class holds information about display
// mode. It is used by wxApp::Set/GetDisplayMode.
class WXDLLEXPORT wxDisplayModeInfo
{
public:
wxDisplayModeInfo() : m_ok(FALSE) {}
wxDisplayModeInfo(unsigned width, unsigned height, unsigned depth)
: m_width(width), m_height(height), m_depth(depth), m_ok(TRUE) {}
unsigned GetWidth() const { return m_width; }
unsigned GetHeight() const { return m_height; }
unsigned GetDepth() const { return m_depth; }
bool IsOk() const { return m_ok; }
private:
unsigned m_width, m_height, m_depth;
bool m_ok;
};
#endif // wxUSE_GUI
// ----------------------------------------------------------------------------
// wxAppConsole: wxApp for non-GUI applications
// ----------------------------------------------------------------------------
class WXDLLEXPORT wxAppConsole : public wxEvtHandler
{
public:
// ctor and dtor
wxAppConsole();
virtual ~wxAppConsole();
// the virtual functions which may/must be overridden in the derived class
// -----------------------------------------------------------------------
// Called before OnRun(), this is a good place to do initialization -- if
// anything fails, return false from here to prevent the program from
// continuing. The command line is normally parsed here, call the base
// class OnInit() to do it.
virtual bool OnInit();
// This is the replacement for the normal main(): all program work should
// be done here. When OnRun() returns, the programs starts shutting down.
virtual int OnRun() = 0;
// This is only called if OnInit() returned true so it's a good place to do
// any cleanup matching the initializations done there.
virtual int OnExit();
// Called when a fatal exception occurs, this function should take care not
// to do anything which might provoke a nested exception! It may be
// overridden if you wish to react somehow in non-default way (core dump
// under Unix, application crash under Windows) to fatal program errors,
// however extreme care should be taken if you don't want this function to
// crash.
virtual void OnFatalException() { }
// Called from wxExit() function, should terminate the application a.s.a.p.
virtual void Exit();
// application info: name, description, vendor
// -------------------------------------------
// NB: all these should be set by the application itself, there are no
// reasonable default except for the application name which is taken to
// be argv[0]
// set/get the application name
wxString GetAppName() const
{
return m_appName.empty() ? m_className : m_appName;
}
void SetAppName(const wxString& name) { m_appName = name; }
// set/get the app class name
wxString GetClassName() const { return m_className; }
void SetClassName(const wxString& name) { m_className = name; }
// set/get the vendor name
const wxString& GetVendorName() const { return m_vendorName; }
void SetVendorName(const wxString& name) { m_vendorName = name; }
// cmd line parsing stuff
// ----------------------
// all of these methods may be overridden in the derived class to
// customize the command line parsing (by default only a few standard
// options are handled)
//
// you also need to call wxApp::OnInit() from YourApp::OnInit() for all
// this to work
#if wxUSE_CMDLINE_PARSER
// this one is called from OnInit() to add all supported options
// to the given parser
virtual void OnInitCmdLine(wxCmdLineParser& parser);
// called after successfully parsing the command line, return TRUE
// to continue and FALSE to exit
virtual bool OnCmdLineParsed(wxCmdLineParser& parser);
// called if "--help" option was specified, return TRUE to continue
// and FALSE to exit
virtual bool OnCmdLineHelp(wxCmdLineParser& parser);
// called if incorrect command line options were given, return
// FALSE to abort and TRUE to continue
virtual bool OnCmdLineError(wxCmdLineParser& parser);
#endif // wxUSE_CMDLINE_PARSER
// miscellaneous customization functions
// -------------------------------------
// create the app traits object to which we delegate for everything which
// either should be configurable by the user (then he can change the
// default behaviour simply by overriding CreateTraits() and returning his
// own traits object) or which is GUI/console dependent as then wxAppTraits
// allows us to abstract the differences behind the common fa<66>ade
wxAppTraits *GetTraits();
// the functions below shouldn't be used now that we have wxAppTraits
#if WXWIN_COMPATIBILITY_2_4
#if wxUSE_LOG
// override this function to create default log target of arbitrary
// user-defined class (default implementation creates a wxLogGui
// object) -- this log object is used by default by all wxLogXXX()
// functions.
virtual wxLog *CreateLogTarget();
#endif // wxUSE_LOG
// similar to CreateLogTarget() but for the global wxMessageOutput
// object
virtual wxMessageOutput *CreateMessageOutput();
#endif // WXWIN_COMPATIBILITY_2_4
// event processing functions
// --------------------------
// this method allows to filter all the events processed by the program, so
// you should try to return quickly from it to avoid slowing down the
// program to the crawl
//
// return value should be -1 to continue with the normal event processing,
// or TRUE or FALSE to stop further processing and pretend that the event
// had been already processed or won't be processed at all, respectively
virtual int FilterEvent(wxEvent& event);
// process all events in the wxPendingEvents list -- it is necessary to
// call this function to process posted events. This happens during each
// event loop iteration in GUI mode but if there is no main loop, it may be
// also called directly.
virtual void ProcessPendingEvents();
// doesn't do anything in this class, just a hook for GUI wxApp
virtual bool Yield(bool WXUNUSED(onlyIfNeeded) = false) { return true; }
// make sure that idle events are sent again
virtual void WakeUpIdle() { }
// debugging support
// -----------------
// this function is called when an assert failure occurs, the base class
// version does the normal processing (i.e. shows the usual assert failure
// dialog box)
//
// the arguments are the place where the assert occured, the text of the
// assert itself and the user-specified message
#ifdef __WXDEBUG__
virtual void OnAssert(const wxChar *file,
int line,
const wxChar *cond,
const wxChar *msg);
#endif // __WXDEBUG__
// check that the wxBuildOptions object (constructed in the application
// itself, usually the one from IMPLEMENT_APP() macro) matches the build
// options of the library and abort if it doesn't
static bool CheckBuildOptions(const wxBuildOptions& buildOptions);
// implementation only from now on
// -------------------------------
// helpers for dynamic wxApp construction
static void SetInitializerFunction(wxAppInitializerFunction fn)
{ ms_appInitFn = fn; }
static wxAppInitializerFunction GetInitializerFunction()
{ return ms_appInitFn; }
// command line arguments (public for backwards compatibility)
int argc;
wxChar **argv;
protected:
// the function which creates the traits object when GetTraits() needs it
// for the first time
virtual wxAppTraits *CreateTraits();
// function used for dynamic wxApp creation
static wxAppInitializerFunction ms_appInitFn;
// application info (must be set from the user code)
wxString m_vendorName, // vendor name (ACME Inc)
m_appName, // app name
m_className; // class name
// the class defining the application behaviour, NULL initially and created
// by GetTraits() when first needed
wxAppTraits *m_traits;
// the application object is a singleton anyhow, there is no sense in
// copying it
DECLARE_NO_COPY_CLASS(wxAppConsole)
};
// ----------------------------------------------------------------------------
// wxAppBase: the common part of wxApp implementations for all platforms
// ----------------------------------------------------------------------------
#if wxUSE_GUI
class WXDLLEXPORT wxAppBase : public wxAppConsole
{
public:
wxAppBase();
virtual ~wxAppBase();
// the virtual functions which may/must be overridden in the derived class
// -----------------------------------------------------------------------
// a platform-dependent version of OnInit(): the code here is likely to
// depend on the toolkit. default version does nothing.
//
// Override: rarely.
virtual bool OnInitGui();
// called to start program execution - the default version just enters
// the main GUI loop in which events are received and processed until
// the last window is not deleted (if GetExitOnFrameDelete) or
// ExitMainLoop() is called. In console mode programs, the execution
// of the program really starts here
//
// Override: rarely in GUI applications, always in console ones.
virtual int OnRun();
// exit the main loop thus terminating the application
virtual void Exit();
// the worker functions - usually not used directly by the user code
// -----------------------------------------------------------------
// execute the main GUI loop, the function returns when the loop ends
virtual int MainLoop() = 0;
// exit the main GUI loop during the next iteration (i.e. it does not
// stop the program immediately!)
virtual void ExitMainLoop() = 0;
// returns TRUE if the program is initialized
virtual bool Initialized() = 0;
// returns TRUE if there are unprocessed events in the event queue
virtual bool Pending() = 0;
// process the first event in the event queue (blocks until an event
// apperas if there are none currently)
virtual void Dispatch() = 0;
// process all currently pending events right now
//
// it is an error to call Yield() recursively unless the value of
// onlyIfNeeded is TRUE
//
// WARNING: this function is dangerous as it can lead to unexpected
// reentrancies (i.e. when called from an event handler it
// may result in calling the same event handler again), use
// with _extreme_ care or, better, don't use at all!
virtual bool Yield(bool onlyIfNeeded = FALSE) = 0;
// this virtual function is called in the GUI mode when the application
// becomes idle and normally just sends wxIdleEvent to all interested
// parties
//
// it should return TRUE if more idle events are needed, FALSE if not
virtual bool ProcessIdle() = 0;
// top level window functions
// --------------------------
// return TRUE if our app has focus
virtual bool IsActive() const { return m_isActive; }
// set the "main" top level window
void SetTopWindow(wxWindow *win) { m_topWindow = win; }
// return the "main" top level window (if it hadn't been set previously
// with SetTopWindow(), will return just some top level window and, if
// there are none, will return NULL)
virtual wxWindow *GetTopWindow() const
{
if (m_topWindow)
return m_topWindow;
else if (wxTopLevelWindows.GetCount() > 0)
return wxTopLevelWindows.GetFirst()->GetData();
else
return (wxWindow *)NULL;
}
// control the exit behaviour: by default, the program will exit the
// main loop (and so, usually, terminate) when the last top-level
// program window is deleted. Beware that if you disable this behaviour
// (with SetExitOnFrameDelete(FALSE)), you'll have to call
// ExitMainLoop() explicitly from somewhere.
void SetExitOnFrameDelete(bool flag)
{ m_exitOnFrameDelete = flag ? Yes : No; }
bool GetExitOnFrameDelete() const
{ return m_exitOnFrameDelete == Yes; }
// display mode, visual, printing mode, ...
// ------------------------------------------------------------------------
// Get display mode that is used use. This is only used in framebuffer
// wxWin ports (such as wxMGL).
virtual wxDisplayModeInfo GetDisplayMode() const { return wxDisplayModeInfo(); }
// Set display mode to use. This is only used in framebuffer wxWin
// ports (such as wxMGL). This method should be called from
// wxApp::OnInitGui
virtual bool SetDisplayMode(const wxDisplayModeInfo& WXUNUSED(info)) { return TRUE; }
// set use of best visual flag (see below)
void SetUseBestVisual( bool flag ) { m_useBestVisual = flag; }
bool GetUseBestVisual() const { return m_useBestVisual; }
// set/get printing mode: see wxPRINT_XXX constants.
//
// default behaviour is the normal one for Unix: always use PostScript
// printing.
virtual void SetPrintMode(int WXUNUSED(mode)) { }
int GetPrintMode() const { return wxPRINT_POSTSCRIPT; }
// miscellaneous other stuff
// ------------------------------------------------------------------------
// called by toolkit-specific code to set the app status: active (we have
// focus) or not and also the last window which had focus before we were
// deactivated
virtual void SetActive(bool isActive, wxWindow *lastFocus);
protected:
// override base class method to use GUI traits
virtual wxAppTraits *CreateTraits();
// the main top level window (may be NULL)
wxWindow *m_topWindow;
// if Yes, exit the main loop when the last top level window is deleted, if
// No don't do it and if Later -- only do it once we reach our OnRun()
//
// the explanation for using this strange scheme is given in appcmn.cpp
enum
{
Later = -1,
No,
Yes
} m_exitOnFrameDelete;
// TRUE if the apps whats to use the best visual on systems where
// more than one are available (Sun, SGI, XFree86 4.0 ?)
bool m_useBestVisual;
// does any of our windows has focus?
bool m_isActive;
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
// can't use typedef because wxApp forward declared as a class
class WXDLLEXPORT wxApp : public wxAppConsole
{
};
#endif // GUI/!GUI
// ----------------------------------------------------------------------------
// the global data
// ----------------------------------------------------------------------------
// the one and only application object - use of wxTheApp in application code
// is discouraged, consider using DECLARE_APP() after which you may call
// wxGetApp() which will return the object of the correct type (i.e. MyApp and
// not wxApp)
WXDLLEXPORT_DATA(extern wxApp*) wxTheApp;
// ----------------------------------------------------------------------------
// global functions
// ----------------------------------------------------------------------------
// event loop related functions only work in GUI programs
// ------------------------------------------------------
// Force an exit from main loop
extern void WXDLLEXPORT wxExit();
// Yield to other apps/messages
extern bool WXDLLEXPORT wxYield();
// Yield to other apps/messages
extern void WXDLLEXPORT wxWakeUpIdle();
// console applications may avoid using DECLARE_APP and IMPLEMENT_APP macros
// and call these functions instead at the program startup and termination
// -------------------------------------------------------------------------
#if !wxUSE_GUI
// initialize the library (may be called as many times as needed, but each
// call to wxInitialize() must be matched by wxUninitialize())
extern bool WXDLLEXPORT wxInitialize();
// clean up - the library can't be used any more after the last call to
// wxUninitialize()
extern void WXDLLEXPORT wxUninitialize();
// create an object of this class on stack to initialize/cleanup thel ibrary
// automatically
class WXDLLEXPORT wxInitializer
{
public:
// initialize the library
wxInitializer() { m_ok = wxInitialize(); }
// has the initialization been successful? (explicit test)
bool IsOk() const { return m_ok; }
// has the initialization been successful? (implicit test)
operator bool() const { return m_ok; }
// dtor only does clean up if we initialized the library properly
~wxInitializer() { if ( m_ok ) wxUninitialize(); }
private:
bool m_ok;
};
#endif // !wxUSE_GUI
// ----------------------------------------------------------------------------
// macros for dynamic creation of the application object
// ----------------------------------------------------------------------------
// Having a global instance of this class allows wxApp to be aware of the app
// creator function. wxApp can then call this function to create a new app
// object. Convoluted, but necessary.
class WXDLLEXPORT wxAppInitializer
{
public:
wxAppInitializer(wxAppInitializerFunction fn)
{ wxApp::SetInitializerFunction(fn); }
};
// Here's a macro you can use if your compiler really, really wants main() to
// be in your main program (e.g. hello.cpp). Now IMPLEMENT_APP should add this
// code if required.
#if !wxUSE_GUI || defined(__WXMOTIF__) || defined(__WXGTK__) || defined(__WXPM__) || defined(__WXMGL__) || defined(__WXCOCOA__)
#define IMPLEMENT_WXWIN_MAIN \
extern int wxEntry( int argc, char **argv ); \
int main(int argc, char **argv) { return wxEntry(argc, argv); }
#elif defined(__WXMAC__)
// wxMac seems to have a specific wxEntry prototype
#define IMPLEMENT_WXWIN_MAIN \
extern int wxEntry( int argc, char **argv, bool enterLoop = TRUE ); \
int main(int argc, char **argv) { return wxEntry(argc, argv); }
#elif defined(__WXMSW__) && defined(WXUSINGDLL)
// NT defines APIENTRY, 3.x not
#if !defined(WXAPIENTRY)
#define WXAPIENTRY WXFAR wxSTDCALL
#endif
#include <windows.h>
#include "wx/msw/winundef.h"
#define IMPLEMENT_WXWIN_MAIN \
extern "C" int WXAPIENTRY WinMain(HINSTANCE hInstance,\
HINSTANCE hPrevInstance,\
LPSTR m_lpCmdLine, int nCmdShow)\
{\
return wxEntry((WXHINSTANCE) hInstance,\
(WXHINSTANCE) hPrevInstance,\
m_lpCmdLine, nCmdShow);\
}
#else
#define IMPLEMENT_WXWIN_MAIN
#endif
#ifdef __WXUNIVERSAL__
#include "wx/univ/theme.h"
#define IMPLEMENT_WX_THEME_SUPPORT \
WX_USE_THEME(win32); \
WX_USE_THEME(gtk);
#else
#define IMPLEMENT_WX_THEME_SUPPORT
#endif
// Use this macro if you want to define your own main() or WinMain() function
// and call wxEntry() from there.
#define IMPLEMENT_APP_NO_MAIN(appname) \
wxApp *wxCreateApp() \
{ \
wxApp::CheckBuildOptions(wxBuildOptions()); \
return new appname; \
} \
wxAppInitializer wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \
appname& wxGetApp() { return *(appname *)wxTheApp; }
// Same as IMPLEMENT_APP() normally but doesn't include themes support in
// wxUniversal builds
#define IMPLEMENT_APP_NO_THEMES(appname) \
IMPLEMENT_APP_NO_MAIN(appname) \
IMPLEMENT_WXWIN_MAIN
// Use this macro exactly once, the argument is the name of the wxApp-derived
// class which is the class of your application.
#define IMPLEMENT_APP(appname) \
IMPLEMENT_APP_NO_THEMES(appname) \
IMPLEMENT_WX_THEME_SUPPORT
// this macro can be used multiple times and just allows you to use wxGetApp()
// function
#define DECLARE_APP(appname) extern appname& wxGetApp();
#endif
// _WX_APP_H_BASE_