///////////////////////////////////////////////////////////////////////////// // Name: 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 and Markus Holzem // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifndef _WX_APP_H_BASE_ #define _WX_APP_H_BASE_ #ifdef __GNUG__ #pragma interface "appbase.h" #endif // ---------------------------------------------------------------------------- // typedefs // ---------------------------------------------------------------------------- #ifdef __WXMSW__ class WXDLLEXPORT wxApp; typedef wxApp* (*wxAppInitializerFunction)(); #else // returning wxApp* won't work with gcc #include "wx/object.h" typedef wxObject* (*wxAppInitializerFunction)(); #endif // ---------------------------------------------------------------------------- // headers we have to include here // ---------------------------------------------------------------------------- #include "wx/event.h" // for the base class #if wxUSE_GUI #include "wx/window.h" // for wxTopLevelWindows #endif // wxUSE_GUI #if wxUSE_LOG #include "wx/log.h" #endif // ---------------------------------------------------------------------------- // constants // ---------------------------------------------------------------------------- static const int wxPRINT_WINDOWS = 1; static const int wxPRINT_POSTSCRIPT = 2; // ---------------------------------------------------------------------------- // the common part of wxApp implementations for all platforms // ---------------------------------------------------------------------------- class WXDLLEXPORT wxAppBase : public wxEvtHandler { public: // the virtual functions which may/must be overridden in the derived class // ----------------------------------------------------------------------- // called during the program initialization, returning FALSE from here // prevents the program from continuing - it's a good place to create // the top level program window and return TRUE. // // Override: always in GUI application, rarely in console ones. #if wxUSE_GUI virtual bool OnInit() { return FALSE; }; #else // !GUI virtual bool OnInit() { return TRUE; }; #endif // wxUSE_GUI #if wxUSE_GUI // a platform-dependent version of OnInit(): the code here is likely to // depend on the toolkit. default version does nothing. // // Override: rarely. virtual bool OnInitGui() { return TRUE; } #endif // wxUSE_GUI // called to start program execution - the default version just enters // the main GUI loop in which events are received and processed until // the last window is not deleted (if GetExitOnFrameDelete) or // ExitMainLoop() is called. In console mode programs, the execution // of the program really starts here // // Override: rarely in GUI applications, always in console ones. #if wxUSE_GUI virtual int OnRun() { return MainLoop(); }; #else // !GUI virtual int OnRun() = 0; #endif // wxUSE_GUI // called after the main loop termination. This is a good place for // cleaning up (it may be too late in dtor) and is also useful if you // want to return some non-default exit code - this is just the return // value of this method. // // Override: often. virtual int OnExit(); // called when a fatal exception occurs, this function should take care // not to do anything which might provoke a nested exception! It may be // overridden if you wish to react somehow in non-default way (core // dump under Unix, application crash under Windows) to fatal program // errors, however extreme care should be taken if you don't want this // function to crash. // // Override: rarely. virtual void OnFatalException() { } // the worker functions - usually not used directly by the user code // ----------------------------------------------------------------- #if wxUSE_GUI // execute the main GUI loop, the function returns when the loop ends virtual int MainLoop() = 0; // exit the main GUI loop during the next iteration (i.e. it does not // stop the program immediately!) virtual void ExitMainLoop() = 0; // returns TRUE if the program is initialized virtual bool Initialized() = 0; // returns TRUE if there are unprocessed events in the event queue virtual bool Pending() = 0; // process the first event in the event queue (blocks until an event // apperas if there are none currently) virtual void Dispatch() = 0; #endif // wxUSE_GUI // application info: name, description, vendor // ------------------------------------------- // NB: all these should be set by the application itself, there are no // reasonable default except for the application name which is taken to // be argv[0] // set/get the application name wxString GetAppName() const { if ( !m_appName ) return m_className; else return m_appName; } void SetAppName(const wxString& name) { m_appName = name; } // set/get the app class name wxString GetClassName() const { return m_className; } void SetClassName(const wxString& name) { m_className = name; } // set/get the vendor name const wxString& GetVendorName() const { return m_vendorName; } void SetVendorName(const wxString& name) { m_vendorName = name; } #if wxUSE_GUI // top level window functions // -------------------------- // 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) 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 disabel this (with // SetExitOnFrameDelete(FALSE)), you'll have to call ExitMainLoop() // explicitly from somewhere. void SetExitOnFrameDelete(bool flag) { m_exitOnFrameDelete = flag; } bool GetExitOnFrameDelete() const { return m_exitOnFrameDelete; } #endif // wxUSE_GUI // miscellaneous customization functions // ------------------------------------- #if wxUSE_LOG // override this function to create default log target of arbitrary // user-defined class (default implementation creates a wxLogGui // object) - this log object is used by default by all wxLogXXX() // functions. virtual wxLog *CreateLogTarget() #if wxUSE_GUI { return new wxLogGui; } #else // !GUI { return new wxLogStderr; } #endif // wxUSE_GUI #endif // wxUSE_LOG #if wxUSE_GUI // get the standard icon used by wxWin dialogs - this allows the user // to customize the standard dialogs. The 'which' parameter is one of // wxICON_XXX values virtual wxIcon GetStdIcon(int which) const = 0; // VZ: what does this do exactly? void SetWantDebugOutput( bool flag ) { m_wantDebugOutput = flag; } bool GetWantDebugOutput() const { return m_wantDebugOutput; } // 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; } #endif // wxUSE_GUI // implementation only from now on // ------------------------------- // helpers for dynamic wxApp construction static void SetInitializerFunction(wxAppInitializerFunction fn) { m_appInitFn = fn; } static wxAppInitializerFunction GetInitializerFunction() { return m_appInitFn; } // process all events in the wxPendingEvents list virtual void ProcessPendingEvents(); // access to the command line arguments int argc; wxChar **argv; //private: protected: // function used for dynamic wxApp creation static wxAppInitializerFunction m_appInitFn; // application info (must be set from the user code) wxString m_vendorName, // vendor name (ACME Inc) m_appName, // app name m_className; // class name // if TRUE, exit the main loop when the last top level window is deleted bool m_exitOnFrameDelete; // TRUE if the application wants to get debug output bool m_wantDebugOutput; #if wxUSE_GUI // the main top level window - may be NULL wxWindow *m_topWindow; #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(__WXQT__) #include "wx/qt/app.h" #elif defined(__WXGTK__) #include "wx/gtk/app.h" #elif defined(__WXMAC__) #include "wx/mac/app.h" #elif defined(__WXPM__) #include "wx/os2/app.h" #elif defined(__WXSTUBS__) #include "wx/stubs/app.h" #endif #else // !GUI typedef wxAppBase wxApp; #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 // ------------------------------------------------------ #if wxUSE_GUI // Force an exit from main loop extern void WXDLLEXPORT wxExit(); // Yield to other apps/messages extern bool WXDLLEXPORT wxYield(); // Post a message to the given eventhandler which will be processed during the // next event loop iteration inline void WXDLLEXPORT wxPostEvent(wxEvtHandler *dest, wxEvent& event) { wxCHECK_RET( dest, wxT("need an object to post event to in wxPostEvent") ); dest->AddPendingEvent(event); } #endif // wxUSE_GUI // console applications may avoid using DECLARE_APP and IMPLEMENT_APP macros // and call these functions instead at the program startup and termination // ------------------------------------------------------------------------- #if wxUSE_NOGUI // 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(); #endif // wxUSE_NOGUI // ---------------------------------------------------------------------------- // 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 defined(__AIX__) || defined(__HPUX__) #define IMPLEMENT_WXWIN_MAIN \ extern int wxEntry( int argc, char *argv[] ); \ int main(int argc, char *argv[]) { return wxEntry(argc, argv); } #elif defined(__WXMSW__) && defined(WXUSINGDLL) // NT defines APIENTRY, 3.x not #if !defined(WXAPIENTRY) #ifdef __WATCOMC__ #define WXAPIENTRY PASCAL #else #define WXAPIENTRY FAR PASCAL #endif #endif #define IMPLEMENT_WXWIN_MAIN \ 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 // 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) \ wxApp *wxCreateApp() { return new appname; } \ wxAppInitializer wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \ appname& wxGetApp() { return *(appname *)wxTheApp; } \ IMPLEMENT_WXWIN_MAIN #define DECLARE_APP(appname) extern appname& wxGetApp(); #endif // _WX_APP_H_BASE_