Finished adding @tableofcontents to all overviews in the manual.

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@72877 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Bryan Petty
2012-11-03 18:34:10 +00:00
parent 328a3a009f
commit 831e1028de
47 changed files with 518 additions and 852 deletions

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@@ -10,20 +10,22 @@
@page overview_helloworld Hello World Example
@tableofcontents
This page shows a very simple wxWidgets program that can be used as a skeleton
for your own code. While it does nothing very useful, it introduces a couple of
important concepts and explains how to write a working wxWidgets application.
First, you have to include wxWidgets' header files, of course. This can
be done on a file by file basis (such as @c wx/window.h) or using one
global include (@c wx/wx.h) which includes most of the commonly needed headers
(although not all of them as there are simply too many wxWidgets headers to
pull in all of them). For the platforms with support for precompiled headers,
as indicated by @c WX_PRECOMP, this global header is already included by @c
wx/wxprec.h so we only include it for the other ones:
First, you have to include wxWidgets' header files, of course. This can be done
on a file by file basis (such as @c wx/window.h) or using one global include
(@c wx/wx.h) which includes most of the commonly needed headers (although not
all of them as there are simply too many wxWidgets headers to pull in all of
them). For the platforms with support for precompiled headers, as indicated by
@c WX_PRECOMP, this global header is already included by @c wx/wxprec.h so we
only include it for the other ones:
@code
// wxWidgets "Hello world" Program
// wxWidgets "Hello world" Program
// For compilers that support precompilation, includes "wx/wx.h".
#include <wx/wxprec.h>
@@ -45,17 +47,16 @@ public:
};
@endcode
The main window is created by deriving a class from wxFrame and
giving it a menu and a status bar in its constructor. Also, any class
that wishes to respond to any "event" (such as mouse clicks or
messages from the menu or a button) must declare an event table
using the macro below.
The main window is created by deriving a class from wxFrame and giving it a
menu and a status bar in its constructor. Also, any class that wishes to
respond to any "event" (such as mouse clicks or messages from the menu or a
button) must declare an event table using the macro below.
Finally, the way to react to such events must be done in "handlers".
In our sample, we react to three menu items, one for our custom menu
command and two for the standard "Exit" and "About" commands (any program
should normally implement the latter two). Notice that these handlers
don't need to be neither virtual nor public.
Finally, the way to react to such events must be done in "handlers". In our
sample, we react to three menu items, one for our custom menu command and two
for the standard "Exit" and "About" commands (any program should normally
implement the latter two). Notice that these handlers don't need to be neither
virtual nor public.
@code
class MyFrame: public wxFrame
@@ -83,20 +84,20 @@ enum
};
@endcode
Notice that you don't need to define identifiers for the "About" and "Exit"
We then proceed to actually implement an event table in which the events
are routed to their respective handler functions in the class MyFrame.
Notice that you don't need to define identifiers for the "About" and "Exit". We
then proceed to actually implement an event table in which the events are
routed to their respective handler functions in the class MyFrame.
There are predefined macros for routing all common events, ranging from
the selection of a list box entry to a resize event when a user resizes
a window on the screen. If @c wxID_ANY is given as the ID, the given handler will be
invoked for any event of the specified type, so that you could add just
one entry in the event table for all menu commands or all button commands etc.
There are predefined macros for routing all common events, ranging from the
selection of a list box entry to a resize event when a user resizes a window on
the screen. If @c wxID_ANY is given as the ID, the given handler will be
invoked for any event of the specified type, so that you could add just one
entry in the event table for all menu commands or all button commands etc.
The origin of the event can still be distinguished in the event handler as
the (only) parameter in an event handler is a reference to a wxEvent object,
which holds various information about the event (such as the ID of and a
pointer to the class, which emitted the event).
The origin of the event can still be distinguished in the event handler as the
(only) parameter in an event handler is a reference to a wxEvent object, which
holds various information about the event (such as the ID of and a pointer to
the class, which emitted the event).
@code
wxBEGIN_EVENT_TABLE(MyFrame, wxFrame)
@@ -106,31 +107,32 @@ wxBEGIN_EVENT_TABLE(MyFrame, wxFrame)
wxEND_EVENT_TABLE()
@endcode
As in all programs there must be a "main" function. Under wxWidgets main is implemented
using this macro, which creates an application instance and starts the program.
As in all programs there must be a "main" function. Under wxWidgets main is
implemented using this macro, which creates an application instance and starts
the program.
@code
wxIMPLEMENT_APP(MyApp)
@endcode
As mentioned above, wxApp::OnInit() is called upon startup and should be
used to initialize the program, maybe showing a "splash screen" and creating
the main window (or several). The frame should get a title bar text ("Hello World")
and a position and start-up size. One frame can also be declared to be the
top window. Returning @true indicates a successful initialization.
As mentioned above, wxApp::OnInit() is called upon startup and should be used
to initialize the program, maybe showing a "splash screen" and creating the
main window (or several). The frame should get a title bar text ("Hello World")
and a position and start-up size. One frame can also be declared to be the top
window. Returning @true indicates a successful initialization.
@code
bool MyApp::OnInit()
{
MyFrame *frame = new MyFrame( "Hello World", wxPoint(50,50), wxSize(450,340) );
MyFrame *frame = new MyFrame( "Hello World", wxPoint(50, 50), wxSize(450, 340) );
frame->Show( true );
return true;
}
@endcode
In the constructor of the main window (or later on) we create a menu with our menu
items as well as a status bar to be shown at the bottom of the main window. Both have
to be associated with the frame with respective calls.
In the constructor of the main window (or later on) we create a menu with our
menu items as well as a status bar to be shown at the bottom of the main
window. Both have to be associated with the frame with respective calls.
@code
MyFrame::MyFrame(const wxString& title, const wxPoint& pos, const wxSize& size)
@@ -188,6 +190,7 @@ void MyFrame::OnAbout(wxCommandEvent& event)
The implementation of custom menu command handler may perform whatever task
your program needs to do, in this case we will simply show a message from it as
befits a hello world example:
@code
void MyFrame::OnHello(wxCommandEvent& event)
{
@@ -196,8 +199,9 @@ void MyFrame::OnHello(wxCommandEvent& event)
@endcode
Here is the entire program that can be copied and pasted:
@code
// wxWidgets "Hello world" Program
// wxWidgets "Hello world" Program
// For compilers that support precompilation, includes "wx/wx.h".
#include <wx/wxprec.h>
@@ -240,7 +244,7 @@ wxIMPLEMENT_APP(MyApp);
bool MyApp::OnInit()
{
MyFrame *frame = new MyFrame( "Hello World", wxPoint(50,50), wxSize(450,340) );
MyFrame *frame = new MyFrame( "Hello World", wxPoint(50, 50), wxSize(450, 340) );
frame->Show( true );
return true;
}
@@ -285,4 +289,3 @@ void MyFrame::OnHello(wxCommandEvent& event)
@endcode
*/