///////////////////////////////////////////////////////////////////////////// // 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_ // ---------------------------------------------------------------------------- // headers we have to include here // ---------------------------------------------------------------------------- #include "wx/event.h" // for the base class #if wxUSE_GUI #include "wx/window.h" // for wxTopLevelWindows #include "wx/vidmode.h" #endif // wxUSE_GUI #include "wx/build.h" #include "wx/init.h" // we must declare wxEntry() class WXDLLIMPEXP_BASE wxAppConsole; class WXDLLIMPEXP_BASE wxAppTraits; class WXDLLIMPEXP_BASE wxCmdLineParser; class WXDLLIMPEXP_BASE wxLog; class WXDLLIMPEXP_BASE wxMessageOutput; // wxUSE_EVTLOOP_IN_APP is a temporary hack needed until all ports are updated // to use wxEventLoop, otherwise we get linking errors on wxMac, it's going to // disappear a.s.a.p. #ifdef __WXMAC__ #define wxUSE_EVTLOOP_IN_APP 0 #else #define wxUSE_EVTLOOP_IN_APP 1 class WXDLLEXPORT wxEventLoop; #endif // ---------------------------------------------------------------------------- // typedefs // ---------------------------------------------------------------------------- // the type of the function used to create a wxApp object on program start up typedef wxAppConsole* (*wxAppInitializerFunction)(); // ---------------------------------------------------------------------------- // constants // ---------------------------------------------------------------------------- enum { wxPRINT_WINDOWS = 1, wxPRINT_POSTSCRIPT = 2 }; // ---------------------------------------------------------------------------- // wxAppConsole: wxApp for non-GUI applications // ---------------------------------------------------------------------------- class WXDLLIMPEXP_BASE wxAppConsole : public wxEvtHandler { public: // ctor and dtor wxAppConsole(); virtual ~wxAppConsole(); // the virtual functions which may/must be overridden in the derived class // ----------------------------------------------------------------------- // This is the very first function called for a newly created wxApp object, // it is used by the library to do the global initialization. If, for some // reason, you must override it (instead of just overriding OnInit(), as // usual, for app-specific initializations), do not forget to call the base // class version! virtual bool Initialize(int& argc, wxChar **argv); // This gives wxCocoa a chance to call OnInit() with a memory pool in place virtual bool CallOnInit() { return OnInit(); } // 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 here only temporary hopefully (FIXME) virtual bool OnInitGui() { return true; } // 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(); // This is the very last function called on wxApp object before it is // destroyed. If you override it (instead of overriding OnExit() as usual) // do not forget to call the base class version! virtual void CleanUp(); // 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() { } #if wxUSE_EXCEPTIONS // function called if an uncaught exception is caught inside the main // event loop: it may return true to continue running the event loop or // false to stop it (in the latter case it may rethrow the exception as // well) virtual bool OnExceptionInMainLoop(); // Called when an unhandled C++ exception occurs inside OnRun(): note that // the exception type is lost by now, so if you really want to handle the // exception you should override OnRun() and put a try/catch around // MainLoop() call there virtual void OnUnhandledException() { } #endif // wxUSE_EXCEPTIONS // 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 (don't forget to call the base class version if you // override it!) virtual void OnInitCmdLine(wxCmdLineParser& parser); // called after successfully parsing the command line, return true // to continue and false to exit (don't forget to call the base class // version if you override it!) 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 façade 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); #if wxUSE_EXCEPTIONS // call the specified handler on the given object with the given event // // this method only exists to allow catching the exceptions thrown by any // event handler, it would lead to an extra (useless) virtual function call // if the exceptions were not used, so it doesn't even exist in that case virtual void HandleEvent(wxEvtHandler *handler, wxEventFunction func, wxEvent& event) const; #endif // wxUSE_EXCEPTIONS // 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() { } // this is just a convenience: by providing its implementation here we // avoid #ifdefs in the code using it static bool IsMainLoopRunning() { return false; } // 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 char *optionsSignature, const char *componentName); #if WXWIN_COMPATIBILITY_2_4 static bool CheckBuildOptions(const wxBuildOptions& buildOptions) { return CheckBuildOptions(buildOptions.m_signature, "your program"); } #endif // implementation only from now on // ------------------------------- // helpers for dynamic wxApp construction static void SetInitializerFunction(wxAppInitializerFunction fn) { ms_appInitFn = fn; } static wxAppInitializerFunction GetInitializerFunction() { return ms_appInitFn; } // accessors for ms_appInstance field (external code might wish to modify // it, this is why we provide a setter here as well, but you should really // know what you're doing if you call it), wxTheApp is usually used instead // of GetInstance() static wxAppConsole *GetInstance() { return ms_appInstance; } static void SetInstance(wxAppConsole *app) { ms_appInstance = app; } // 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; // the one and only global application object static wxAppConsole *ms_appInstance; // 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 WXDLLIMPEXP_CORE wxAppBase : public wxAppConsole { public: wxAppBase(); virtual ~wxAppBase(); // the virtual functions which may/must be overridden in the derived class // ----------------------------------------------------------------------- // very first initialization function // // Override: very rarely virtual bool Initialize(int& argc, wxChar **argv); // 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(); // a matching function for OnInit() virtual int OnExit(); // very last clean up function // // Override: very rarely virtual void CleanUp(); // the worker functions - usually not used directly by the user code // ----------------------------------------------------------------- // return true if we're running main loop, i.e. if the events can // (already) be dispatched static bool IsMainLoopRunning() { #if wxUSE_EVTLOOP_IN_APP wxAppBase *app = wx_static_cast(wxAppBase *, GetInstance()); return app && app->m_mainLoop != NULL; #else return false; #endif } // execute the main GUI loop, the function returns when the loop ends virtual int MainLoop(); // exit the main loop thus terminating the application virtual void Exit(); // exit the main GUI loop during the next iteration (i.e. it does not // stop the program immediately!) virtual void ExitMainLoop(); // returns true if there are unprocessed events in the event queue virtual bool Pending(); // process the first event in the event queue (blocks until an event // appears if there are none currently, use Pending() if this is not // wanted), returns false if the event loop should stop and true // otherwise virtual bool Dispatch(); // 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(); // Send idle event to window and all subwindows // Returns true if more idle time is requested. virtual bool SendIdleEvents(wxWindow* win, wxIdleEvent& event); // Perform standard OnIdle behaviour: call from port's OnIdle void OnIdle(wxIdleEvent& event); // 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 wxVideoMode GetDisplayMode() const { return wxVideoMode(); } // 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 wxVideoMode& 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; } // command line parsing (GUI-specific) // ------------------------------------------------------------------------ #if wxUSE_CMDLINE_PARSER virtual bool OnCmdLineParsed(wxCmdLineParser& parser); virtual void OnInitCmdLine(wxCmdLineParser& parser); #endif // 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); // OBSOLETE: don't use, always returns true // // returns true if the program is successfully initialized bool Initialized() { return true; } protected: // delete all objects in wxPendingDelete list void DeletePendingObjects(); // override base class method to use GUI traits virtual wxAppTraits *CreateTraits(); #if wxUSE_EVTLOOP_IN_APP // the main event loop of the application (may be NULL if the loop hasn't // been started yet or has already terminated) wxEventLoop *m_mainLoop; #endif // wxUSE_EVTLOOP_IN_APP // 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(__PALMOS__) #include "wx/palmos/app.h" #elif defined(__WXMSW__) #include "wx/msw/app.h" #elif defined(__WXMOTIF__) #include "wx/motif/app.h" #elif defined(__WXMGL__) #include "wx/mgl/app.h" #elif defined(__WXGTK__) #include "wx/gtk/app.h" #elif defined(__WXX11__) #include "wx/x11/app.h" #elif defined(__WXMAC__) #include "wx/mac/app.h" #elif defined(__WXCOCOA__) #include "wx/cocoa/app.h" #elif defined(__WXPM__) #include "wx/os2/app.h" #endif #else // !GUI // allow using just wxApp (instead of wxAppConsole) in console programs typedef wxAppConsole wxApp; #endif // GUI/!GUI // ---------------------------------------------------------------------------- // the global data // ---------------------------------------------------------------------------- // for compatibility, we define this macro to access the global application // object of type wxApp // // note that instead of using of wxTheApp in application code you should // consider using DECLARE_APP() after which you may call wxGetApp() which will // return the object of the correct type (i.e. MyApp and not wxApp) // // the cast is safe as in GUI build we only use wxApp, not wxAppConsole, and in // console mode it does nothing at all #define wxTheApp ((wxApp *)wxApp::GetInstance()) // ---------------------------------------------------------------------------- // global functions // ---------------------------------------------------------------------------- // event loop related functions only work in GUI programs // ------------------------------------------------------ // Force an exit from main loop extern void WXDLLIMPEXP_BASE wxExit(); // Yield to other apps/messages extern bool WXDLLIMPEXP_BASE wxYield(); // Yield to other apps/messages extern void WXDLLIMPEXP_BASE wxWakeUpIdle(); // ---------------------------------------------------------------------------- // macros for dynamic creation of the application object // ---------------------------------------------------------------------------- // Having a global instance of this class allows wxApp to be aware of the app // creator function. wxApp can then call this function to create a new app // object. Convoluted, but necessary. class WXDLLIMPEXP_BASE wxAppInitializer { public: wxAppInitializer(wxAppInitializerFunction fn) { wxApp::SetInitializerFunction(fn); } }; // the code below defines a IMPLEMENT_WXWIN_MAIN macro which you can use if // your compiler really, really wants main() to be in your main program (e.g. // hello.cpp). Now IMPLEMENT_APP should add this code if required. #define IMPLEMENT_WXWIN_MAIN_CONSOLE \ int main(int argc, char **argv) { return wxEntry(argc, argv); } // port-specific header could have defined it already in some special wau #ifndef IMPLEMENT_WXWIN_MAIN #define IMPLEMENT_WXWIN_MAIN IMPLEMENT_WXWIN_MAIN_CONSOLE #endif // defined(IMPLEMENT_WXWIN_MAIN) #ifdef __WXUNIVERSAL__ #include "wx/univ/theme.h" #define IMPLEMENT_WX_THEME_SUPPORT \ WX_USE_THEME(win32); \ WX_USE_THEME(gtk); #else #define IMPLEMENT_WX_THEME_SUPPORT #endif // Use this macro if you want to define your own main() or WinMain() function // and call wxEntry() from there. #define IMPLEMENT_APP_NO_MAIN(appname) \ wxAppConsole *wxCreateApp() \ { \ wxAppConsole::CheckBuildOptions(WX_BUILD_OPTIONS_SIGNATURE, \ "your program"); \ return new appname; \ } \ wxAppInitializer \ wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp); \ appname& wxGetApp() { return *(appname *)wxTheApp; } // Same as IMPLEMENT_APP() normally but doesn't include themes support in // wxUniversal builds #define IMPLEMENT_APP_NO_THEMES(appname) \ IMPLEMENT_APP_NO_MAIN(appname) \ IMPLEMENT_WXWIN_MAIN // Use this macro exactly once, the argument is the name of the wxApp-derived // class which is the class of your application. #define IMPLEMENT_APP(appname) \ IMPLEMENT_APP_NO_THEMES(appname) \ IMPLEMENT_WX_THEME_SUPPORT // Same as IMPLEMENT_APP(), but for console applications. #define IMPLEMENT_APP_CONSOLE(appname) \ IMPLEMENT_APP_NO_MAIN(appname) \ IMPLEMENT_WXWIN_MAIN_CONSOLE // this macro can be used multiple times and just allows you to use wxGetApp() // function #define DECLARE_APP(appname) extern appname& wxGetApp(); #endif // _WX_APP_H_BASE_