remove the 1-space indentation from remaining pages; mark with @todo tags parts of the docs which need to be written yet
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52706 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -8,173 +8,173 @@
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/**
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@page overview_helloworld Hello World Example
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@page overview_helloworld Hello World Example
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Many people have requested a mini-sample to be published here
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so that some quick judgment concerning syntax
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and basic principles can be made, so here we go.
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Many people have requested a mini-sample to be published here
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so that some quick judgment concerning syntax
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and basic principles can be made, so here we go.
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First, you have to include wxWidgets' header files, of course. This can
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be done on a file by file basis (such as <tt>@#include "wx/window.h"</tt>)
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or using one global include (<tt>@#include "wx/wx.h"</tt>). This is
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also useful on platforms which support precompiled headers such
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as all major compilers on the Windows platform and GCC on Unix platforms.
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First, you have to include wxWidgets' header files, of course. This can
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be done on a file by file basis (such as <tt>@#include "wx/window.h"</tt>)
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or using one global include (<tt>@#include "wx/wx.h"</tt>). This is
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also useful on platforms which support precompiled headers such
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as all major compilers on the Windows platform and GCC on Unix platforms.
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@code
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//
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// file name: hworld.cpp
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//
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// purpose: wxWidgets "Hello world"
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//
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@code
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//
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// file name: hworld.cpp
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//
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// purpose: wxWidgets "Hello world"
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//
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// For compilers that support precompilation, includes "wx/wx.h".
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#include "wx/wxprec.h"
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// For compilers that support precompilation, includes "wx/wx.h".
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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#pragma hdrstop
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#endif
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#ifdef __BORLANDC__
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#pragma hdrstop
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#endif
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#ifndef WX_PRECOMP
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#include "wx/wx.h"
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#endif
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@endcode
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#ifndef WX_PRECOMP
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#include "wx/wx.h"
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#endif
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@endcode
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Practically every app should define a new class derived from wxApp.
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By overriding wxApp's OnInit() the program can be initialized,
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e.g. by creating a new main window.
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Practically every app should define a new class derived from wxApp.
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By overriding wxApp's OnInit() the program can be initialized,
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e.g. by creating a new main window.
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@code
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class MyApp: public wxApp
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{
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virtual bool OnInit();
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};
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@endcode
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@code
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class MyApp: public wxApp
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{
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virtual bool OnInit();
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};
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@endcode
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The main window is created by deriving a class from wxFrame and
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giving it a menu and a status bar in its constructor. Also, any class
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that wishes to respond to any "event" (such as mouse clicks or
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messages from the menu or a button) must declare an event table
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using the macro below.
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The main window is created by deriving a class from wxFrame and
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giving it a menu and a status bar in its constructor. Also, any class
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that wishes to respond to any "event" (such as mouse clicks or
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messages from the menu or a button) must declare an event table
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using the macro below.
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Finally, the way to react to such events must be done in "handlers".
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In our sample, we react to two menu items, one for "Quit" and one for
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displaying an "About" window. These handlers should not be virtual.
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Finally, the way to react to such events must be done in "handlers".
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In our sample, we react to two menu items, one for "Quit" and one for
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displaying an "About" window. These handlers should not be virtual.
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@code
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class MyFrame: public wxFrame
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{
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public:
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MyFrame(const wxString& title, const wxPoint& pos, const wxSize& size);
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@code
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class MyFrame: public wxFrame
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{
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public:
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MyFrame(const wxString& title, const wxPoint& pos, const wxSize& size);
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void OnQuit(wxCommandEvent& event);
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void OnAbout(wxCommandEvent& event);
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void OnQuit(wxCommandEvent& event);
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void OnAbout(wxCommandEvent& event);
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private:
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DECLARE_EVENT_TABLE()
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};
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@endcode
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private:
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DECLARE_EVENT_TABLE()
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};
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@endcode
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In order to be able to react to a menu command, it must be given a unique
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identifier such as a const or an enum.
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In order to be able to react to a menu command, it must be given a unique
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identifier such as a const or an enum.
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@code
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enum
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{
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ID_Quit = 1,
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ID_About,
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};
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@endcode
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@code
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enum
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{
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ID_Quit = 1,
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ID_About,
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};
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@endcode
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We then proceed to actually implement an event table in which the events
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are routed to their respective handler functions in the class MyFrame.
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We then proceed to actually implement an event table in which the events
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are routed to their respective handler functions in the class MyFrame.
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There are predefined macros for routing all common events, ranging from
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the selection of a list box entry to a resize event when a user resizes
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a window on the screen. If -1 is given as the ID, the given handler will be
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invoked for any event of the specified type, so that you could add just
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one entry in the event table for all menu commands or all button commands etc.
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There are predefined macros for routing all common events, ranging from
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the selection of a list box entry to a resize event when a user resizes
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a window on the screen. If -1 is given as the ID, the given handler will be
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invoked for any event of the specified type, so that you could add just
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one entry in the event table for all menu commands or all button commands etc.
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The origin of the event can still be distinguished in the event handler as
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the (only) parameter in an event handler is a reference to a wxEvent object,
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which holds various information about the event (such as the ID of and a
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pointer to the class, which emitted the event).
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The origin of the event can still be distinguished in the event handler as
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the (only) parameter in an event handler is a reference to a wxEvent object,
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which holds various information about the event (such as the ID of and a
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pointer to the class, which emitted the event).
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@code
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_MENU(ID_Quit, MyFrame::OnQuit)
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EVT_MENU(ID_About, MyFrame::OnAbout)
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END_EVENT_TABLE()
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@endcode
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@code
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_MENU(ID_Quit, MyFrame::OnQuit)
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EVT_MENU(ID_About, MyFrame::OnAbout)
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END_EVENT_TABLE()
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@endcode
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As in all programs there must be a "main" function. Under wxWidgets main is implemented
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using this macro, which creates an application instance and starts the program.
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As in all programs there must be a "main" function. Under wxWidgets main is implemented
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using this macro, which creates an application instance and starts the program.
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@code
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IMPLEMENT_APP(MyApp)
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@endcode
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@code
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IMPLEMENT_APP(MyApp)
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@endcode
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As mentioned above, wxApp::OnInit() is called upon startup and should be
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used to initialize the program, maybe showing a "splash screen" and creating
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the main window (or several). The frame should get a title bar text ("Hello World")
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and a position and start-up size. One frame can also be declared to be the
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top window. Returning @true indicates a successful initialization.
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As mentioned above, wxApp::OnInit() is called upon startup and should be
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used to initialize the program, maybe showing a "splash screen" and creating
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the main window (or several). The frame should get a title bar text ("Hello World")
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and a position and start-up size. One frame can also be declared to be the
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top window. Returning @true indicates a successful initialization.
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@code
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bool MyApp::OnInit()
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{
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MyFrame *frame = new MyFrame( "Hello World", wxPoint(50,50), wxSize(450,340) );
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frame->Show( true );
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SetTopWindow( frame );
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return true;
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}
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@endcode
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@code
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bool MyApp::OnInit()
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{
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MyFrame *frame = new MyFrame( "Hello World", wxPoint(50,50), wxSize(450,340) );
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frame->Show( true );
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SetTopWindow( frame );
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return true;
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}
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@endcode
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In the constructor of the main window (or later on) we create a menu with two menu
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items as well as a status bar to be shown at the bottom of the main window. Both have
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to be "announced" to the frame with respective calls.
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In the constructor of the main window (or later on) we create a menu with two menu
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items as well as a status bar to be shown at the bottom of the main window. Both have
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to be "announced" to the frame with respective calls.
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@code
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MyFrame::MyFrame(const wxString& title, const wxPoint& pos, const wxSize& size)
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@code
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MyFrame::MyFrame(const wxString& title, const wxPoint& pos, const wxSize& size)
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: wxFrame((wxFrame *)NULL, -1, title, pos, size)
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{
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wxMenu *menuFile = new wxMenu;
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{
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wxMenu *menuFile = new wxMenu;
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menuFile->Append( ID_About, "" );
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menuFile->AppendSeparator();
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menuFile->Append( ID_Quit, "E" );
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menuFile->Append( ID_About, "" );
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menuFile->AppendSeparator();
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menuFile->Append( ID_Quit, "E" );
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append( menuFile, "" );
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append( menuFile, "" );
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SetMenuBar( menuBar );
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SetMenuBar( menuBar );
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CreateStatusBar();
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SetStatusText( "Welcome to wxWidgets!" );
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}
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@endcode
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CreateStatusBar();
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SetStatusText( "Welcome to wxWidgets!" );
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}
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@endcode
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Here are the actual event handlers. MyFrame::OnQuit() closes the main window
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by calling Close(). The parameter @true indicates that other windows have no veto
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power such as after asking "Do you really want to close?". If there is no other
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main window left, the application will quit.
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Here are the actual event handlers. MyFrame::OnQuit() closes the main window
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by calling Close(). The parameter @true indicates that other windows have no veto
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power such as after asking "Do you really want to close?". If there is no other
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main window left, the application will quit.
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@code
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void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
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{
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Close( true );
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}
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@endcode
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@code
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void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
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{
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Close( true );
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}
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@endcode
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MyFrame::OnAbout() will display a small window with some text in it. In this
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case a typical "About" window with information about the program.
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MyFrame::OnAbout() will display a small window with some text in it. In this
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case a typical "About" window with information about the program.
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@code
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void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
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{
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wxMessageBox( "This is a wxWidgets' Hello world sample",
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"About Hello World", wxOK | wxICON_INFORMATION );
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}
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@endcode
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@code
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void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
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{
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wxMessageBox( "This is a wxWidgets' Hello world sample",
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"About Hello World", wxOK | wxICON_INFORMATION );
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}
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@endcode
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*/
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