wxWidgets/wxPython/docs/MigrationGuide.txt
Robin Dunn 4d8a327525 2.5 --> 2.6 changes
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@33771 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2005-04-19 22:38:35 +00:00

978 lines
40 KiB
Plaintext
Raw Blame History

============================
wxPython 2.6 Migration Guide
============================
This document will help explain some of the major changes in wxPython
2.6 since the 2.4 series and let you know what you need to do to adapt
your programs to those changes. Be sure to also check in the CHANGES_
file like usual to see info about the not so major changes and other
things that have been added to wxPython.
.. _CHANGES: CHANGES.html
wxName Change
-------------
The **wxWindows** project and library is now known as
**wxWidgets**. Please see here_ for more details.
.. _here: http://www.wxwidgets.org/name.htm
This won't really affect wxPython all that much, other than the fact
that the wxwindows.org domain name has changed to wxwidgets.org,
so mail list, CVS, and etc. addresses have also changed. We're going
to try and smooth the transition as much as possible, but I wanted you
all to be aware of this change if you run into any issues.
Module Initialization
---------------------
The import-startup-bootstrap process employed by wxPython was changed
such that wxWidgets and the underlying gui toolkit are **not**
initialized until the wx.App object is created (but before wx.App.OnInit
is called.) This was required because of some changes that were made
to the C++ wxApp class.
There are both benefits and potential problems with this change. The
benefits are that you can import wxPython without requiring access to
a GUI (for checking version numbers, etc.) and that in a
multi-threaded environment the thread that creates the app object will
now be the GUI thread instead of the one that imports wxPython. Some
potential problems are that the C++ side of the "stock-objects"
(wx.BLUE_PEN, wx.TheColourDatabase, etc.) are not initialized until
the wx.App object is created, so you should not use them until after
you have created your wx.App object. If you do then an exception will
be raised telling you that the C++ object has not been initialized
yet.
Also, you will probably not be able to do any kind of GUI or bitmap
operation unless you first have created an app object, (even on
Windows where most anything was possible before.)
**[Changed in 2.5.2.x]** All the Window and GDI (pen, bitmap, etc.)
class constructors and also many toplevel functions and static methods
will now check that a wx.App object has already been created and will
raise a wx.PyNoAppError exception if not.
SWIG 1.3
--------
wxPython is now using SWIG 1.3.x from CVS (with several of my own
customizations added that I hope to get folded back into the main SWIG
distribution.) This has some far reaching ramifications:
All classes derive from object and so all are now "new-style
classes." This also allows you to use mixin classes that are
new-style and to use properties, staticmethod, etc.
Public data members of the C++ classes are wrapped as Python
properties using property() instead of using
__getattr__/__setattr__ hacks like before. Normally you shouldn't
notice any difference, but if you were previously doing something
with __getattr__/__setattr__ in derived classes then you may have
to adjust things.
Static C++ methods are wrapped using the staticmethod() feature of
Python and so are accessible as ClassName.MethodName as expected.
They are still also available as top level functions named like
ClassName_MethodName as before.
The relationship between the wxFoo and wxFooPtr classes have
changed for the better. Specifically, all instances that you see
will be wx.Foo even if they are created internally using wx.FooPtr,
because wx.FooPtr.__init__ will change the instance's __class__ as
part of the initialization. If you have any code that checks
class type using something like isinstance(obj, wx.FooPtr) you will
need to change it to isinstance(obj, wx.Foo).
Binding Events
--------------
All of the EVT_* functions are now instances of the wx.PyEventBinder
class. They have a __call__ method so they can still be used as
functions like before, but making them instances adds some
flexibility that I expect to take advantave of in the future.
wx.EvtHandler (the base class for wx.Window) now has a Bind method that
makes binding events to windows a little easier. Here is its
definition and docstring::
def Bind(self, event, handler, source=None, id=wxID_ANY, id2=wxID_ANY):
"""
Bind an event to an event handler.
event One of the EVT_* objects that specifies the
type of event to bind.
handler A callable object to be invoked when the event
is delivered to self. Pass None to disconnect an
event handler.
source Sometimes the event originates from a different window
than self, but you still want to catch it in self. (For
example, a button event delivered to a frame.) By
passing the source of the event, the event handling
system is able to differentiate between the same event
type from different controls.
id,id2 Used for menu IDs or for event types that require a
range of IDs
"""
Some examples of its use::
self.Bind(wx.EVT_SIZE, self.OnSize)
self.Bind(wx.EVT_BUTTON, self.OnButtonClick, theButton)
self.Bind(wx.EVT_MENU, self.OnExit, id=wx.ID_EXIT)
The wx.Menu methods that add items to a wx.Menu have been modified
such that they return a reference to the wx.MenuItem that was created.
Additionally menu items and toolbar items have been modified to
automatically generate a new ID if -1 is given, similar to using -1
with window classess. This means that you can create menu or toolbar
items and event bindings without having to predefine a unique menu ID,
although you still can use IDs just like before if you want. For
example, these are all equivallent other than their specific ID
values::
1.
item = menu.Append(-1, "E&xit", "Terminate the App")
self.Bind(wx.EVT_MENU, self.OnExit, item)
2.
item = menu.Append(wx.ID_EXIT, "E&xit", "Terminate the App")
self.Bind(wx.EVT_MENU, self.OnExit, item)
3.
menu.Append(wx.ID_EXIT, "E&xit", "Terminate the App")
self.Bind(wx.EVT_MENU, self.OnExit, id=wx.ID_EXIT)
If you create your own custom event types and EVT_* functions, and you
want to be able to use them with the Bind method above then you should
change your EVT_* to be an instance of wx.PyEventBinder instead of a
function. For example, if you used to have something like this::
myCustomEventType = wxNewEventType()
def EVT_MY_CUSTOM_EVENT(win, id, func):
win.Connect(id, -1, myCustomEventType, func)
Change it like so::
myCustomEventType = wx.NewEventType()
EVT_MY_CUSTOM_EVENT = wx.PyEventBinder(myCustomEventType, 1)
The second parameter is an integer in [0, 1, 2] that specifies the
number of IDs that are needed to be passed to Connect.
**[Changed in 2.5.2.x]** There is also an Unbind method added to
wx.EvtHandler that can be used to disconenct event handlers. It looks
like this::
def Unbind(self, event, source=None, id=wx.ID_ANY, id2=wx.ID_ANY):
"""
Disconencts the event handler binding for event from self.
Returns True if successful.
"""
The wx Namespace
----------------
The second phase of the wx Namespace Transition has begun. That means
that the real names of the classes and other symbols do not have the
'wx' prefix and the modules are located in a Python package named
wx. There is still a Python package named wxPython with modules
that have the names with the wx prefix for backwards compatibility.
Instead of dynamically changing the names at module load time like in
2.4, the compatibility modules are generated at build time and contain
assignment statements like this::
wxWindow = wx._core.Window
Don't let the "_core" in the name bother you. That and some other
modules are implementation details, and everything that was in the
wxPython.wx module before will still be in the wx package namespace
after this change. So from your code you would use it as wx.Window or
wxWindow if you import from the wxPython.wx module.
A few notes about how all of this was accomplished might be
interesting... SWIG is now run twice for each module that it is
generating code for. The first time it outputs an XML representaion
of the parse tree, which can be up to 20MB and 300K lines in size!
That XML is then run through a little Python script that creates a
file full of SWIG %rename directives that take the wx off of the
names, and also generates the Python compatibility file described
above that puts the wx back on the names. SWIG is then run a second
time to generate the C++ code to implement the extension module, and
uses the %rename directives that were generated in the first step.
Not every name is handled correctly (but the bulk of them are) and so
some work has to be done by hand, especially for the reverse-renamers.
So expect a few flaws here and there until everything gets sorted out.
In summary, the wx package and names without the "wx" prefix are now
the official form of the wxPython classes. For example::
import wx
class MyFrame(wx.Frame):
def __init__(self, parent, title):
wx.Frame.__init__(self, parent, -1, title)
p = wx.Panel(self, -1)
b = wx.Button(p, -1, "Do It", (10,10))
self.Bind(wx.EVT_BUTTON, self.JustDoIt, b)
def JustDoIt(self, evt):
print "It's done!"
app = wx.PySimpleApp()
f = MyFrame(None, "What's up?")
f.Show()
app.MainLoop()
You shouldn't need to migrate all your modules over to use the new
package and names right away as there are modules in place that try to
provide as much backwards compatibility of the names as possible. If
you rewrote the above sample using "from wxPython.wx import * ", the
old wxNames, and the old style of event binding it will still work
just fine.
New wx.DC Methods
-----------------
**[Changed in 2.5.2.x]** In wxPython 2.5.1.5 there was a new
implementation of the wx.DC Draw and other methods that broke
backwards compatibility in the name of consistency. That change has
been reverted and the wx.DC Draw methods with 2.4 compatible
signatures have been restored. In addition a new set of methods have
been added that take wx.Point and/or wx.Size parameters instead of
separate integer parameters. The Draw and etc. methods now available
in the wx.DC class are::
FloodFill(self, x, y, colour, style = wx.FLOOD_SURFACE)
FoodFillPoint(self, pt, colour, style = wx.FLOOD_SURFACE)
GetPixel(self, x,y)
GetPixelPoint(self, pt)
DrawLine(self, x1, y1, x2, y2)
DrawLinePoint(self, pt1, pt2)
CrossHair(self, x, y)
CrossHairPoint(self, pt)
DrawArc(self, x1, y1, x2, y2, xc, yc)
DrawArcPoint(self, pt1, pt2, centre)
DrawCheckMark(self, x, y, width, height)
DrawCheckMarkRect(self, rect)
DrawEllipticArc(self, x, y, w, h, sa, ea)
DrawEllipticArcPointSize(self, pt, sz, sa, ea)
DrawPoint(self, x, y)
DrawPointPoint(self, pt)
DrawRectangle(self, x, y, width, height)
DrawRectangleRect(self, rect)
DrawRectanglePointSize(self, pt, sz)
DrawRoundedRectangle(self, x, y, width, height, radius)
DrawRoundedRectangleRect(self, r, radius)
DrawRoundedRectanglePointSize(self, pt, sz, radius)
DrawCircle(self, x, y, radius)
DrawCirclePoint(self, pt, radius)
DrawEllipse(self, x, y, width, height)
DrawEllipseRect(self, rect)
DrawEllipsePointSize(self, pt, sz)
DrawIcon(self, icon, x, y)
DrawIconPoint(self, icon, pt)
DrawBitmap(self, bmp, x, y, useMask = False)
DrawBitmapPoint(self, bmp, pt, useMask = False)
DrawText(self, text, x, y)
DrawTextPoint(self, text, pt)
DrawRotatedText(self, text, x, y, angle)
DrawRotatedTextPoint(self, text, pt, angle)
bool Blit(self, xdest, ydest, width, height, sourceDC, xsrc, ysrc,
rop = wx.COPY, useMask = False, xsrcMask = -1, ysrcMask = -1)
BlitPointSize(self, destPt, sz, sourceDC, srcPt, rop = wx.COPY,
useMask = False, srcPtMask = wxDefaultPosition)
SetClippingRegion(self, x, y, width, height)
SetClippingRegionPointSize(self, pt, sz)
SetClippingRegionAsRegion(self, region)
SetClippingRect(self, rect)
Building, Extending and Embedding wxPython
------------------------------------------
wxPython's setup.py script now expects to use existing libraries for
the contribs (gizmos, stc, xrc, etc.) rather than building local
copies of them. If you build your own copies of wxPython please be
aware that you now need to also build the ogl, stc, xrc, and gizmos
libraries in addition to the main wx lib.
The wxPython.h and other header files are now in
.../wxPython/include/wx/wxPython instead of in wxPython/src. You
should include it via the "wx/wxPython/wxPython.h" path and add
.../wxPython/include to your list of include paths. On OSX and
unix-like systems the wxPython headers are installed to the same place
that the wxWidgets headers are installed, so if you are building
wxPython compatible extensions on those platforms then your include
path should already be set properly.
If you are also using SWIG for your extension then you'll need to
adapt how the wxPython .i files are imported into your .i files. See
the wxPython sources for examples. Your modules will need to at least
``%import core.i``, and possibly others if you need the definition of
other classes. Since you will need them to build your modules using
SWIG, the main wxPython .i files are also installed with the wxPython
headers in an i_files sibdirectory. It should be enough to pass a
-I/pathname on the command line for SWIG to find the files.
The bulk of wxPython's setup.py has been moved to another module,
wx/build/config.py. This module will be installed as part of wxPython
so 3rd party modules that wish to use the same setup/configuration
code can do so simply by importing this module from their own setup.py
scripts using ``import wx.build.config``.
You no longer need to call wxClassInfo::CleanUpClasses() and
wxClassInfo::InitializeClasses() in your extensions or when embedding
wxPython.
The usage of wxPyBeginAllowThreads and wxPyEndAllowThreads has changed
slightly. wxPyBeginAllowThreads now returns a boolean value that must
be passed to the coresponding wxPyEndAllowThreads function call. This
is to help do the RightThing when calls to these two functions are
nested, or if calls to external code in other extension modules that
are wrapped in the standard Py_(BEGIN|END)_ALLOW_THERADS may result in
wx event handlers being called (such as during the call to
os.startfile.)
Two (or Three!) Phase Create
----------------------------
If you use the Precreate/Create method of instantiating a window, (for
example, to set an extended style flag, or for XRC handlers) then
there is now a new method named PostCreate to help with transplanting
the brain of the prewindow instance into the derived window instance.
For example::
class MyDialog(wx.Dialog):
def __init__(self, parent, ID, title, pos, size, style):
pre = wx.PreDialog()
pre.SetExtraStyle(wx.DIALOG_EX_CONTEXTHELP)
pre.Create(parent, ID, title, pos, size, style)
self.PostCreate(pre)
Sizers
------
The hack allowing the old "option" keyword parameter has been removed.
If you use keyword args with wx.Sizer Add, Insert, or Prepend methods
then you will need to use the ``proportion`` name instead of
``option``. (The ``proportion`` keyword was also allowed in 2.4.2.4.)
When adding a spacer to a sizer you now need to use a wx.Size or a
2-integer sequence instead of separate width and height parameters.
This was optionally allowed in 2.4, but now it is required. This
allows for more consistency in how you add the various types of items
to a sizer. The first parameter defines the item (instead of the
possibily first two, depending on if you are doing a spacer or not,)
and that item can either be a window, a sizer or a spacer (which can
be a sequence or a wx.Size.) Removing the option for separate width
and height parameters greatly simplified the wrapper code.
The wx.GridBagSizer class (very similar to the RowColSizer in the
library) has been added to C++ and wrapped for wxPython. It can also
be used from XRC.
You should not use AddWindow, AddSizer, AddSpacer (and similar for
Insert, Prepend, and etc.) methods any longer. Just use Add and the
wrappers will figure out what to do. **[Changed in 2.5.2.x]**
AddWindow, AddSizer, AddSpacer and etc. will now issue a
DeprecationWarning. **[Changed in 2.5.4.x]** These methods have now
been undeprecated at the request of Riaan Booysen, the Boa Constructor
team lead. They are now just simple compatibility aliases for Add,
and etc.
**[Changed in 2.5.2.x]** The Sizers have had some fundamental internal
changes in the 2.5.2.x release intended to make them do more of the
"Right Thing" but also be as backwards compatible as possible.
First a bit about how things used to work:
* The size that a window had when Add()ed to the sizer was assumed
to be its minimal size, and that size would always be used by
default when calculating layout size and positions, and the
sizer itself would keep track of that minimal size.
* If the window item was added with the ``wx.ADJUST_MINSIZE``
flag then when layout was calculated the item's ``GetBestSize``
would be used to reset the minimal size that the sizer used.
The main thrust of the new Sizer changes was to make behavior like
``wx.ADJUST_MINSIZE`` be the default, and also to push the tracking of
the minimal size to the window itself (since it knows its own needs)
instead of having the sizer take care of it. Consequently these
changes were made:
* The ``wx.FIXED_MINSIZE`` flag was added to allow for the old
behavior. When this flag is used the size a window has when
added to the sizer will be treated as its minimal size and it
will not be readjusted on each layout.
* The min size stored in ``wx.Window`` and settable with
``SetSizeHints`` or ``SetMinSize`` will by default be used by
the sizer (if it was set) as the minimal size of the sizer item.
If the min size was not set (or was only partially set) then the
window's best size is fetched and it is used instead of (or
blended with) the min size. ``wx.Window.GetBestFittingSize``
was added to facilitate getting the size to be used by the
sizers.
* The best size of a window is cached so it doesn't need to
recaculated on every layout. ``wx.Window.InvalidateBestSize``
was added and should be called (usually just internally in
control methods) whenever something is done that would make the
best size change.
* All wxControls were changed to set the minsize to what is passed
to the constructor or Create method, and also to set the real
size of the control to the blending of the min size and best
size. ``wx.Window.SetBestFittingSize`` was added to help with
this, although most controls don't need to call it directly
because it is called indirectly via the ``SetInitialSize``
called in the base classes.
At this time, the only situation known not to work the same as before
is the following::
win = SomeWidget(parent)
win.SetSize(SomeNonDefaultSize)
sizer.Add(win)
In this case the old code would have used the new size as the minimum,
but now the sizer will use the default size as the minimum rather than
the size set later. It is an easy fix though, just move the
specification of the size to the constructor (assuming that SomeWidget
will set its minsize there like the rest of the controls do) or call
``SetMinSize`` instead of ``SetSize``.
In order to fit well with this new scheme of things, all wxControls or
custom controls should do the following things. (Depending on how
they are used you may also want to do the same thing for non-control
custom windows.)
* Either override or inherit a meaningful ``DoGetBestSize`` method
that calculates whatever size is "best" for the control. Once
that size is calculated then there should normally be a call to
``CacheBestSize`` to save it for later use, unless for some
reason you want the best size to be recalculated on every
layout.
Note: In order to successfully override ``DoGetBestSize`` in
Python the class needs to be derived from ``wx.PyWindow``,
``wx.PyControl``, or etc. If your class instead derives from
one of the standard wx classes then just be sure that the min
size gets explicitly set to what would have been the best size
and things should work properly in almost all situations.
* Any method that changes the attributes of the control such that
the best size will change should call ``InvalidateBestSize`` so
it will be recalculated the next time it is needed.
* The control's constructor and/or Create method should ensure
that the minsize is set to the size passed in, and that the
control is sized to a blending of the min size and best size.
This can be done by calling ``SetBestFittingSize``.
PlatformInfo
------------
Added wx.PlatformInfo which is a tuple containing strings that
describe the platform and build options of wxPython. This lets you
know more about the build than just the __WXPORT__ value that
wx.Platform contains, such as if it is a GTK2 build. For example,
instead of::
if wx.Platform == "__WXGTK__":
...
you should do this::
if "__WXGTK__" in wx.PlatformInfo:
...
and you can specifically check for a wxGTK2 build by looking for
"gtk2" in wx.PlatformInfo. Unicode builds are also detectable this
way. If there are any other platform/toolkit/build flags that make
sense to add to this tuple please let me know.
BTW, wx.Platform will probably be deprecated in the future.
ActiveX
-------
Lindsay Mathieson's newest wxActiveX_ class has been wrapped into a new
extension module called wx.activex. It is very generic and dynamic
and should allow hosting of arbitray ActiveX controls within your
wxPython apps. So far I've tested it with IE, PDF, and Flash
controls, (and there are new samples in the demo and also library
modules supporting these.)
.. _wxActiveX: http://members.optusnet.com.au/~blackpaw1/wxactivex.html
The new wx.activex module contains a bunch of code, but the most
important things to look at are ActiveXWindow and ActiveXEvent.
ActiveXWindow derives from wxWindow and the constructor accepts a
CLSID for the ActiveX Control that should be created. (There is also
a CLSID class that can convert from a progID or a CLSID String.) The
ActiveXWindow class simply adds methods that allow you to query some
of the TypeInfo exposed by the ActiveX object, and also to get/set
properties or call methods by name. The Python implementation
automatically handles converting parameters and return values to/from
the types expected by the ActiveX code as specified by the TypeInfo,
(just bool, integers, floating point, strings and None/Empty so far,
but more can be handled later.)
That's pretty much all there is to the class, as I mentioned before it
is very generic and dynamic. Very little is hard-coded and everything
that is done with the actual ActiveX control is done at runtime and
referenced by property or method name. Since Python is such a dynamic
language this is a very good match. I thought for a while about doing
some Python black-magic and making the specific methods/properties of
the actual ActiveX control "appear" at runtime, but then decided that
it would be better and more understandable to do it via subclassing.
So there is a utility class in wx.activex that given an existing
ActiveXWindow instance can generate a .py module containing a derived
class with real methods and properties that do the Right Thing to
reflect those calls to the real ActiveX control. There is also a
script/tool module named genaxmodule that given a CLSID or progID and
a class name, will generate the module for you. There are a few
examples of the output of this tool in the wx.lib package, see
iewin.py, pdfwin.py and flashwin.py.
Currently the genaxmodule tool will tweak some of the names it
generates, but this can be controled if you would like to do it
differently by deriving your own class from GernerateAXModule,
overriding some methods and then using this class from a tool like
genaxmodule. [TODO: make specifying a new class on genaxmodule's
command-line possible.] The current default behavior is that any
event names that start with "On" will have the "On" dropped, property
names are converted to all lower case, and if any name is a Python
keyword it will have an underscore appended to it. GernerateAXModule
does it's best when generating the code in the new module, but it can
only be as good as the TypeInfo data available from the ActiveX
control so sometimes some tweaking will be needed. For example, the
IE web browser control defines the Flags parameter of the Navigate2
method as required, but MSDN says it is optional.
It is intended that this new wx.activex module will replace both the
older version of Lindsay's code available in iewin.IEHtmlWindow, and
also the wx.lib.activexwraper module. Probably the biggest
differences you'll ecounter in migrating activexwrapper-based code
(besides events working better without causing deadlocks) is that
events are no longer caught by overriding methods in your derived
class. Instead ActiveXWindow uses the wx event system and you bind
handlers for the ActiveX events exactly the same way you do for any wx
event. There is just one extra step needed and that is creating an
event ID from the ActiveX event name, and if you use the genaxmodule
tool then this extra step will be handled for you there. For example,
for the StatusTextChange event in the IE web browser control, this
code is generated for you::
wxEVT_StatusTextChange = wx.activex.RegisterActiveXEvent('StatusTextChange')
EVT_StatusTextChange = wx.PyEventBinder(wxEVT_StatusTextChange, 1)
and you would use it in your code like this::
self.Bind(iewin.EVT_StatusTextChange, self.UpdateStatusText, self.ie)
When the event happens and your event handler function is called the
event properties from the ActiveX control (if any) are converted to
attributes of the event object passed to the handler. (Can you say
'event' any more times in a single sentence? ;-) ) For example the
StatusTextChange event will also send the text that should be put into
the status line as an event parameter named "Text" and you can access
it your handlers as an attribute of the event object like this::
def UpdateStatusText(self, evt):
self.SetStatusText(evt.Text)
Usually these event object attributes should be considered read-only,
but some will be defined by the TypeInfo as output parameters. In
those cases if you modify the event object's attribute then that value
will be returned to the ActiveX control. For example, to prevent a
new window from being opened by the IE web browser control you can do
this in the handler for the iewin.EVT_NewWindow2 event::
def OnNewWindow2(self, evt):
evt.Cancel = True
So how do you know what methods, events and properties that an ActiveX
control supports? There is a funciton in wx.activex named GetAXInfo
that returns a printable summary of the TypeInfo from the ActiveX
instance passed in. You can use this as an example of how to browse
the TypeInfo provided, and there is also a copy of this function's
output appended as a comment to the modules produced by the
genaxmodule tool. Beyond that you'll need to consult the docs
provided by the makers of the ActiveX control that you are using.
PNG Images
----------
Prior to 2.5 the PNG image handler would convert all alpha channel
information to a mask when the image was loaded. Pixels that were
more than halfway transparent would be made fully transparent by the
mask and the rest would be made fully opaque.
In 2.5 the image handler has been updated to preserve the alpha
channel and will now only create a mask when all the pixels in the
image are either fully transparent or fully opaque. In addition, the
wx.DC.DrawBitmap and wx.DC.Blit methods are able to correctly blend
the pixels in the image with partially transparent alpha values.
If you are using a PNG with an alpha channel but you need to have a
wx.Mask like you automatically got in 2.4 then you can do one of the
following:
* Edit the image and make all the partially transparent pixels be
fully transparent.
* Use a different image type.
* Set a mask based on colour after you load the image.
OGL is dead! LONG LIVE OGL!
---------------------------
**[Changed in 2.5.2.x]**
The wx.ogl module has been deprecated in favor of the new Python port
of the OGL library located at wx.lib.ogl contributed by Pierre Hj<48>lm.
This will hopefully greatly extend the life of OGL within wxPython by
making it more easily maintainable and less prone to getting rusty as
there seems to be less and less interest in maintaining the C++
version.
There are only a few known compatibility issues at this time. First
is that the ogl.DrawnShape has not been reimplemented yet. Next is the
location of OGL. The deprecated version is located in the wx.ogl
module, and the new version is in the wx.lib.ogl package. So this
just means that to start using the new version you need to adjust your
imports. So if your code currently has something like this::
import wx
import wx.ogl as ogl
Then just change it to this::
import wx
import wx.lib.ogl as ogl
The other compatibility issue deals with removing a wart in the
original API that was necessary in order to allow overloaded methods
in derived classes to call the same method in the base class when
using the old SWIG. Instead dedaling with the wart you can now just
call the base class method like you woudl for any other Python class.
For example, if you had to do something like this previously::
class MyDividedShape(ogl.DividedShape):
...
def OnSizingEndDragLeft(self, pt, x, y, keys, attch):
self.base_OnSizingEndDragLeft(pt, x, y, keys, attch)
...
You will need to change it to be like this::
class MyDividedShape(ogl.DividedShape):
...
def OnSizingEndDragLeft(self, pt, x, y, keys, attch):
ogl.DividedShape.OnSizingEndDragLeft(self, pt, x, y, keys, attch)
...
Obsolete Modules
----------------
Instead of over a dozen separate extension modules linked together
into a single extension module, the "core" module is now just a few
extensions that are linked independently, and then merged together
later into the main namespace via Python code.
Because of the above and also because of the way the new SWIG works,
the "internal" module names have changed, but you shouldn't have been
using them anyway so it shouldn't bother you. ;-) In case you were
erroneously using them in 2.4, here are the internal extension modules
that no longer exist:
* clip_dnd
* cmndlgs
* controls
* controls2
* events
* filesys
* fonts
* frames
* gdi
* image
* mdi
* misc
* misc2
* printfw
* sizers
* stattool
* streams
* utils
* windows
* windows2
* windows3
They have been replaced by the following, but please remember that
these are just "implementation details" and you should really be using
the objects in these modules only via the wx or wxPython.wx packages:
* _core
* _gdi
* _windows
* _controls
* _misc
The help module no longer exists and the classes therein are now part
of the core module imported with wxPython.wx or the wx package.
wx.TaskBarIcon
--------------
**[Changed in 2.5.3.x]**
wx.TaskbarIcon now works on all three platforms, although for wxGTK it
depends on support from the Window Manager. On OS X the icon replaces
the application's icon on the dock and when you right click on it the
app's default popup menu is merged with the wx.TaskBarIcon's menu.
Because of how it is implemented on the Mac using the Dock most of the
TaskBarIcon events will _not_ be emitted on that platform, but since
98% of the time you simply want to display an icon and have a popup
menu it shouldn't be much of a problem. You can still use the other
events on the other platforms, you'll just want to be sure that you
can do everything you want via the menu too.
Since popping up a menu is the most common thing to do with a
TaskBarIcon the class has some new built in functionality to
facilitate that. To use the TaskBarIcon in this new way, simply
derive a new class from TaskBarIcon and implement a CreatePopupMenu
method that creates and returns the menu. That's all there is to it,
besides binding event handlers for the menu items of course. Take a
look at the DemoTaskBarIcon class in the demo/Main.py module for an
example.
**NOTE**: Unfortunately due to being able to support virtualizing
CreatePopupMenu the C++ TaskBarIcon instance now holds a reference to
the Python instance, and so you will need to explicitly Destroy() your
TaskBarIcon instance when you are done with it. (Like you do with
wx.Dialogs.) If you don't destroy it then wxWidgets will assume that
you want the app to keep running with just the icon in the task bar
and the MainLoop will not exit.
Version Number Change
---------------------
**[Changed in 2.5.3.x]**
Starting with 2.5.3.0 the Unicode versions of wxPython will no longer
have a 'u' appended to the fourth component of the version number.
Please check for the presence of "unicode" in the `wx.PlatformInfo`
tuple instead. (This tuple of strings has been available since the
first 2.5 version.) For example::
if "unicode" in wx.PlatformInfo:
# do whatever
...
Multi-Version Installs
----------------------
**[Changed in 2.5.3.x]**
Starting with 2.5.3.0 the wx and wxPython package directories will be
installed in a subdirectory of the site-packages directory, instead of
directly in site-packages. This is done to help facilitate having
multiple versions of wxPython installed side-by-side. Why would you
want to do this? One possible scenario is you have an app that
requires wxPython 2.4 but you want to use the newest 2.5 to do your
own development with. Or perhaps you want to be able to test your app
with several different versions of wxPython to ensure compatibility.
Before everyone panics, rest asured that if you only install one
version of wxPython then you should notice no difference in how things
work.
In addition to installing wxPython into a "versioned" subdirectory of
site-packages, a file named `wx.pth` is optionally installed that will
contain the name of the versioned subdirectory. This will cause that
subdirectory to be automatically added to the sys.path and so doing an
"import wx" will find the package in the subdirectory like it would
have if it was still located directly in site-packages. I say
"optionally" above because that is how you can control which install
of wxPython is the default one. Which ever version installs the
wx.pth file will be the one that is imported with a plain "import wx"
statement. Of course you can always manipulate that by editing the
wx.pth file, or by setting PYTHONPATH in the environment, or by the
method described in the next paragraph.
Finally, a new module named wxversion.py is installed to the
site-packages directory. It can be used to manipulate the sys.path at
runtime so your applications can select which version of wxPython they
would like to to have imported. You use it like this::
import wxversion
wxversion.select("2.4")
import wx
Then even though a 2.5 version of wxPython may be the default the
application that does the above the first time that wx is imported
will actually get a 2.4 version. **NOTE:** There isn't actually a 2.4
version of wxPython that supports this, but there will be.
Please see this wiki page for more details, HowTo's and FAQ's:
http://wiki.wxpython.org/index.cgi/MultiVersionInstalls
Miscellaneous Stuff
-------------------
wxPyDefaultPosition and wxPyDefaultSize are gone. Use the
wxDefaultPosition and wxDefaultSize objects instead.
Similarly, the wxSystemSettings backwards compatibiility aliases for
GetSystemColour, GetSystemFont and GetSystemMetric have also gone into
the bit-bucket. Use GetColour, GetFont and GetMetric instead.
Use the Python True/False constants instead of the true, TRUE, false,
FALSE that used to be provided with wxPython.
Use None instead of the ancient and should have been removed a long
time ago wx.NULL alias.
wx.TreeCtrl.GetFirstChild no longer needs to be passed the cookie
variable as the 2nd parameter. It still returns it though, for use
with GetNextChild.
The wx.NO_FULL_REPAINT_ON_RESIZE style is now the default style for
all windows. The name still exists for compatibility, but it is set
to zero. If you want to disable the setting (so it matches the old
default) then you need to use the new wx.FULL_REPAINT_ON_RESIZE style
flag otherwise only the freshly exposed areas of the window will be
refreshed.
wxPyTypeCast has been removed. Since we've had the OOR (Original
Object Return) for a couple years now there should be no need to use
wxPyTypeCast at all.
If you use the old wxPython package and wxPython.wx namespace then
there are compatibility aliases for much of the above items.
The wxWave class has been renamed to wxSound, and now has a slightly
different API.
Before Python 2.3 it was possible to pass a floating point object as a
parameter to a function that expected an integer, and the
PyArg_ParseTuple family of functions would automatically convert to
integer by truncating the fractional portion of the number. With
Python 2.3 that behavior was deprecated and a deprecation warning is
raised when you pass a floating point value, (for example, calling
wx.DC.DrawLine with floats for the position and size,) and lots of
developers using wxPython had to scramble to change their code to call
int() before calling wxPython methods. Recent changes in SWIG have
moved the conversion out of PyArg_ParseTuple to custom code that SWIG
generates. Since the default conversion fragment was a little too
strict and didn't generate a very meaningful exception when it failed,
I decided to use a custom fragment instead, and it turned out that
it's very easy to allow floats to be converted again just like they
used to be. So, in a nutshell, any numeric type that can be
converted to an integer is now legal to be passed to SWIG wrapped
functions in wxPython for parameters that are expecting an integer.
If the object is not already an integer then it will be asked to
convert itself to one. A similar conversion fragment is in place for
parameters that expect floating point values.
**[Changed in 2.5.2.x]** The MaskedEditCtrl modules have been moved
to their own sub-package, wx.lib.masked. See the docstrings and demo
for changes in capabilities, usage, etc.
**[Changed in 2.5.2.x]** wx.MaskColour constructor has been deprecated
and will raise a DeprecationWarning if used. The main wx.Mask
constructor has been modified to be compatible with wx.MaskColour so
you should use it instead.
**[Changed in 2.5.2.x]** In wx.TextCtrls that have the
wx.TE_PROCESS_TAB style the TAB key will be treated like an ordinary
character and will not cause any tab traversal navigation at all. If
you use this style but would still like to have the normal tab
traversal take place then you should send your own
wx.NavigationKeyEvent from the wx.EVT_KEY_DOWN handler. There is a
new Navigate method in the wx.Window class to help send the event and
it is used something like this::
flags = wx.NavigationKeyEvent.IsForward
if event.ShiftDown():
flags = wx.NavigationKeyEvent.IsBackward
if event.ControlDown():
flags |= wx.NavigationKeyEvent.WinChange
self.Navigate(flags)