add wxAppConsoleBase::OnEventLoopEnter/Exit callbacks; add wxEventLoopBase::IsMain() and wxAppConsoleBase::GetMainLoop() helpers
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@59132 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -87,10 +87,21 @@ public:
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// be done here. When OnRun() returns, the programs starts shutting down.
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virtual int OnRun();
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// This is called by wxEventLoopBase::SetActive(): you should put the code
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// which needs an active event loop here.
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// Note that this function is called whenever an event loop is activated;
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// you may want to use wxEventLoopBase::IsMain() to perform initialization
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// specific for the app's main event loop.
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virtual void OnEventLoopEnter(wxEventLoopBase* WXUNUSED(loop)) {}
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// This is only called if OnInit() returned true so it's a good place to do
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// any cleanup matching the initializations done there.
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virtual int OnExit();
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// This is called by wxEventLoopBase::OnExit() for each event loop which
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// is exited.
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virtual void OnEventLoopExit(wxEventLoopBase* WXUNUSED(loop)) {}
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// This is the very last function called on wxApp object before it is
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// destroyed. If you override it (instead of overriding OnExit() as usual)
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// do not forget to call the base class version!
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@@ -206,6 +217,15 @@ public:
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// for it
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static wxAppTraits *GetTraitsIfExists();
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// returns the main event loop instance, i.e. the event loop which is started
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// by OnRun() and which dispatches all events sent from the native toolkit
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// to the application (except when new event loops are temporarily set-up).
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// The returned value maybe NULL. Put initialization code which needs a
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// non-NULL main event loop into OnEventLoopEnter().
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wxEventLoopBase* GetMainLoop() const
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{ return m_mainLoop; }
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// event processing functions
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// --------------------------
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