Files
wxWidgets/src/x11/app.cpp
2002-02-08 12:00:11 +00:00

753 lines
18 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: app.cpp
// Purpose: wxApp
// Author: Julian Smart
// Modified by:
// Created: 17/09/98
// RCS-ID: $Id$
// Copyright: (c) Julian Smart
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifdef __GNUG__
#pragma implementation "app.h"
#endif
#include "wx/frame.h"
#include "wx/app.h"
#include "wx/utils.h"
#include "wx/gdicmn.h"
#include "wx/pen.h"
#include "wx/brush.h"
#include "wx/cursor.h"
#include "wx/icon.h"
#include "wx/palette.h"
#include "wx/dc.h"
#include "wx/dialog.h"
#include "wx/msgdlg.h"
#include "wx/log.h"
#include "wx/module.h"
#include "wx/memory.h"
#include "wx/log.h"
#include "wx/intl.h"
#include "wx/evtloop.h"
#if wxUSE_THREADS
#include "wx/thread.h"
#endif
#if wxUSE_WX_RESOURCES
#include "wx/resource.h"
#endif
#ifdef __VMS__
#pragma message disable nosimpint
#endif
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xresource.h>
#include <X11/Xatom.h>
#ifdef __VMS__
#pragma message enable nosimpint
#endif
#include "wx/x11/private.h"
#include <string.h>
extern char *wxBuffer;
extern wxList wxPendingDelete;
wxApp *wxTheApp = NULL;
wxHashTable *wxWidgetHashTable = NULL;
IMPLEMENT_DYNAMIC_CLASS(wxApp, wxEvtHandler)
BEGIN_EVENT_TABLE(wxApp, wxEvtHandler)
EVT_IDLE(wxApp::OnIdle)
END_EVENT_TABLE()
#ifdef __WXDEBUG__
typedef int (*XErrorHandlerFunc)(Display *, XErrorEvent *);
XErrorHandlerFunc gs_pfnXErrorHandler = 0;
static int wxXErrorHandler(Display *dpy, XErrorEvent *xevent)
{
// just forward to the default handler for now
return gs_pfnXErrorHandler(dpy, xevent);
}
#endif // __WXDEBUG__
long wxApp::sm_lastMessageTime = 0;
bool wxApp::Initialize()
{
wxBuffer = new char[BUFSIZ + 512];
wxClassInfo::InitializeClasses();
// GL: I'm annoyed ... I don't know where to put this and I don't want to
// create a module for that as it's part of the core.
#if wxUSE_THREADS
wxPendingEventsLocker = new wxCriticalSection();
#endif
wxTheColourDatabase = new wxColourDatabase(wxKEY_STRING);
wxTheColourDatabase->Initialize();
wxInitializeStockLists();
wxInitializeStockObjects();
#if wxUSE_WX_RESOURCES
wxInitializeResourceSystem();
#endif
wxBitmap::InitStandardHandlers();
wxWidgetHashTable = new wxHashTable(wxKEY_INTEGER);
wxModule::RegisterModules();
if (!wxModule::InitializeModules()) return FALSE;
return TRUE;
}
void wxApp::CleanUp()
{
delete wxWidgetHashTable;
wxWidgetHashTable = NULL;
wxModule::CleanUpModules();
#if wxUSE_WX_RESOURCES
wxCleanUpResourceSystem();
#endif
wxDeleteStockObjects() ;
// Destroy all GDI lists, etc.
wxDeleteStockLists();
delete wxTheColourDatabase;
wxTheColourDatabase = NULL;
wxBitmap::CleanUpHandlers();
delete[] wxBuffer;
wxBuffer = NULL;
wxClassInfo::CleanUpClasses();
delete wxTheApp;
wxTheApp = NULL;
// GL: I'm annoyed ... I don't know where to put this and I don't want to
// create a module for that as it's part of the core.
#if wxUSE_THREADS
delete wxPendingEvents;
delete wxPendingEventsLocker;
#endif
#if (defined(__WXDEBUG__) && wxUSE_MEMORY_TRACING) || wxUSE_DEBUG_CONTEXT
// At this point we want to check if there are any memory
// blocks that aren't part of the wxDebugContext itself,
// as a special case. Then when dumping we need to ignore
// wxDebugContext, too.
if (wxDebugContext::CountObjectsLeft(TRUE) > 0)
{
wxLogDebug("There were memory leaks.\n");
wxDebugContext::Dump();
wxDebugContext::PrintStatistics();
}
#endif
// do it as the very last thing because everything else can log messages
wxLog::DontCreateOnDemand();
// do it as the very last thing because everything else can log messages
delete wxLog::SetActiveTarget(NULL);
}
int wxEntry( int argc, char *argv[] )
{
#if (defined(__WXDEBUG__) && wxUSE_MEMORY_TRACING) || wxUSE_DEBUG_CONTEXT
// This seems to be necessary since there are 'rogue'
// objects present at this point (perhaps global objects?)
// Setting a checkpoint will ignore them as far as the
// memory checking facility is concerned.
// Of course you may argue that memory allocated in globals should be
// checked, but this is a reasonable compromise.
wxDebugContext::SetCheckpoint();
#endif
if (!wxApp::Initialize())
return FALSE;
if (!wxTheApp)
{
if (!wxApp::GetInitializerFunction())
{
printf( "wxWindows error: No initializer - use IMPLEMENT_APP macro.\n" );
return 0;
};
wxTheApp = (wxApp*) (* wxApp::GetInitializerFunction()) ();
};
if (!wxTheApp)
{
printf( "wxWindows error: wxTheApp == NULL\n" );
return 0;
};
wxTheApp->SetClassName(wxFileNameFromPath(argv[0]));
wxTheApp->SetAppName(wxFileNameFromPath(argv[0]));
wxTheApp->argc = argc;
wxTheApp->argv = argv;
// GUI-specific initialization, such as creating an app context.
wxTheApp->OnInitGui();
// Here frames insert themselves automatically into wxTopLevelWindows by
// getting created in OnInit().
int retValue = 0;
if (wxTheApp->OnInit())
{
if (wxTheApp->Initialized()) retValue = wxTheApp->OnRun();
}
// flush the logged messages if any
wxLog *pLog = wxLog::GetActiveTarget();
if ( pLog != NULL && pLog->HasPendingMessages() )
pLog->Flush();
delete wxLog::SetActiveTarget(new wxLogStderr); // So dialog boxes aren't used
// for further messages
if (wxTheApp->GetTopWindow())
{
delete wxTheApp->GetTopWindow();
wxTheApp->SetTopWindow(NULL);
}
wxTheApp->DeletePendingObjects();
wxTheApp->OnExit();
wxApp::CleanUp();
return retValue;
};
// Static member initialization
wxAppInitializerFunction wxAppBase::m_appInitFn = (wxAppInitializerFunction) NULL;
wxApp::wxApp()
{
m_topWindow = NULL;
wxTheApp = this;
m_className = "";
m_wantDebugOutput = TRUE ;
m_appName = "";
argc = 0;
argv = NULL;
m_exitOnFrameDelete = TRUE;
m_mainColormap = (WXColormap) NULL;
m_topLevelWidget = (WXWindow) NULL;
m_maxRequestSize = 0;
m_initialDisplay = (WXDisplay*) 0;
m_mainLoop = NULL;
}
bool wxApp::Initialized()
{
if (GetTopWindow())
return TRUE;
else
return FALSE;
}
int wxApp::MainLoop()
{
int rt;
m_mainLoop = new wxEventLoop;
rt = m_mainLoop->Run();
delete m_mainLoop;
m_mainLoop = NULL;
return rt;
}
// Processes an X event.
void wxApp::ProcessXEvent(WXEvent* _event)
{
XEvent* event = (XEvent*) _event;
wxWindow* win = NULL;
Window window = event->xany.window;
Window actualWindow = window;
// Find the first wxWindow that corresponds to this event window
// TODO: may need to translate coordinates from actualWindow
// to window, if the receiving window != wxWindow window
while (window && !(win = wxGetWindowFromTable(window)))
window = XGetParent(window);
// TODO: shouldn't all the ProcessEvents below
// be win->GetEventHandler()->ProcessEvent?
switch (event->type)
{
case KeyPress:
{
if (CheckForAccelerator(_event))
{
// Do nothing! We intercepted and processed the event as an
// accelerator.
return;
}
else
{
if (win)
{
wxKeyEvent keyEvent(wxEVT_KEY_DOWN);
wxTranslateKeyEvent(keyEvent, win, window, xEvent);
// We didn't process wxEVT_KEY_DOWN, so send
// wxEVT_KEY_CHAR
if (!win->ProcessEvent( keyEvent ))
{
keyEvent.SetEventType(wxEVT_KEY_CHAR);
win->ProcessEvent( keyEvent );
}
// We intercepted and processed the key down event
return;
}
}
return;
}
case KeyRelease:
{
if (win)
{
wxKeyEvent keyEvent(wxEVT_KEY_UP);
wxTranslateKeyEvent(keyEvent, win, window, event);
win->ProcessEvent( keyEvent );
}
return;
}
case PropertyNotify:
{
HandlePropertyChange(_event);
return;
}
case ResizeRequest:
{
/* Terry Gitnick <terryg@scientech.com> - 1/21/98
* If resize event, don't resize until the last resize event for this
* window is recieved. Prevents flicker as windows are resized.
*/
Display *disp = wxGetDisplay();
XEvent report;
// to avoid flicker
report = * event;
while( XCheckTypedWindowEvent (disp, actualWindow, ResizeRequest, &report));
// TODO: when implementing refresh optimization, we can use
// XtAddExposureToRegion to expand the window's paint region.
if (win)
{
wxSize sz = win->GetSize();
wxSizeEvent sizeEvent(sz, win->GetId());
sizeEvent.SetEventObject(win);
win->ProcessEvent( wxevent );
}
return;
}
case Expose:
{
if (win)
{
win->AddUpdateRect(event->xexpose.x, event->xexpose.y,
event->xexpose.width, event->xexpose.height);
if (event -> xexpose.count == 0)
{
win->DoPaint();
win->ClearUpdateRects();
}
}
return;
}
case EnterNotify:
case LeaveNotify:
case ButtonPress:
case ButtonRelease:
case MotionNotify:
{
if (win)
{
wxMouseEvent wxevent;
wxTranslateMouseEvent(wxevent, win, window, event);
win->ProcessEvent( wxevent );
}
return;
}
case FocusIn:
{
if (win && event->xfocus.detail != NotifyPointer)
{
wxFocusEvent focusEvent(wxEVT_SET_FOCUS, win->GetId());
focusEvent.SetEventObject(win);
win->ProcessEvent(focusEvent);
}
break;
}
case FocusOut:
{
if (win && event->xfocus.detail != NotifyPointer)
{
wxFocusEvent focusEvent(wxEVT_KILL_FOCUS, win->GetId());
focusEvent.SetEventObject(win);
win->ProcessEvent(focusEvent);
}
break;
}
default:
{
break;
}
}
}
// Returns TRUE if more time is needed.
// Note that this duplicates wxEventLoopImpl::SendIdleEvent
// but ProcessIdle may be needed by apps, so is kept.
bool wxApp::ProcessIdle()
{
wxIdleEvent event;
event.SetEventObject(this);
ProcessEvent(event);
return event.MoreRequested();
}
void wxApp::ExitMainLoop()
{
if (m_mainLoop)
m_mainLoop->Exit(0);
}
// Is a message/event pending?
bool wxApp::Pending()
{
return wxEventLoop::GetActive()->Pending();
}
// Dispatch a message.
void wxApp::Dispatch()
{
wxEventLoop::GetActive()->Dispatch();
}
// This should be redefined in a derived class for
// handling property change events for XAtom IPC.
void wxApp::HandlePropertyChange(WXEvent *event)
{
// by default do nothing special
// TODO: what to do for X11
// XtDispatchEvent((XEvent*) event); /* let Motif do the work */
}
void wxApp::OnIdle(wxIdleEvent& event)
{
static bool inOnIdle = FALSE;
// Avoid recursion (via ProcessEvent default case)
if (inOnIdle)
return;
inOnIdle = TRUE;
// If there are pending events, we must process them: pending events
// are either events to the threads other than main or events posted
// with wxPostEvent() functions
// GRG: I have moved this here so that all pending events are processed
// before starting to delete any objects. This behaves better (in
// particular, wrt wxPostEvent) and is coherent with wxGTK's current
// behaviour. Also removed the '#if wxUSE_THREADS' around it.
// Changed Mar/2000 before 2.1.14
// Flush pending events.
ProcessPendingEvents();
// 'Garbage' collection of windows deleted with Close().
DeletePendingObjects();
// flush the logged messages if any
wxLog *pLog = wxLog::GetActiveTarget();
if ( pLog != NULL && pLog->HasPendingMessages() )
pLog->Flush();
// Send OnIdle events to all windows
bool needMore = SendIdleEvents();
if (needMore)
event.RequestMore(TRUE);
inOnIdle = FALSE;
}
void wxWakeUpIdle()
{
// **** please implement me! ****
// Wake up the idle handler processor, even if it is in another thread...
}
// Send idle event to all top-level windows
bool wxApp::SendIdleEvents()
{
bool needMore = FALSE;
wxWindowList::Node* node = wxTopLevelWindows.GetFirst();
while (node)
{
wxWindow* win = node->GetData();
if (SendIdleEvents(win))
needMore = TRUE;
node = node->GetNext();
}
return needMore;
}
// Send idle event to window and all subwindows
bool wxApp::SendIdleEvents(wxWindow* win)
{
bool needMore = FALSE;
wxIdleEvent event;
event.SetEventObject(win);
win->ProcessEvent(event);
if (event.MoreRequested())
needMore = TRUE;
wxNode* node = win->GetChildren().First();
while (node)
{
wxWindow* win = (wxWindow*) node->Data();
if (SendIdleEvents(win))
needMore = TRUE;
node = node->Next();
}
return needMore ;
}
void wxApp::DeletePendingObjects()
{
wxNode *node = wxPendingDelete.First();
while (node)
{
wxObject *obj = (wxObject *)node->Data();
delete obj;
if (wxPendingDelete.Member(obj))
delete node;
// Deleting one object may have deleted other pending
// objects, so start from beginning of list again.
node = wxPendingDelete.First();
}
}
// Create an application context
bool wxApp::OnInitGui()
{
// TODO: parse argv and get display to pass to XOpenDisplay
Display* dpy = XOpenDisplay(NULL);
m_initialDisplay = (WXDisplay*) dpy;
if (!dpy) {
wxString className(wxTheApp->GetClassName());
wxLogError(_("wxWindows could not open display for '%s': exiting."),
(const char*) className);
exit(-1);
}
XSelectInput(m_initialDisplay,
XDefaultRootWindow(m_initialDisplay),
PropertyChangeMask);
#ifdef __WXDEBUG__
// install the X error handler
gs_pfnXErrorHandler = XSetErrorHandler(wxXErrorHandler);
#endif // __WXDEBUG__
GetMainColormap(dpy);
m_maxRequestSize = XMaxRequestSize((Display*) dpy);
return TRUE;
}
WXColormap wxApp::GetMainColormap(WXDisplay* display)
{
if (!display) /* Must be called first with non-NULL display */
return m_mainColormap;
int defaultScreen = DefaultScreen((Display*) display);
Screen* screen = XScreenOfDisplay((Display*) display, defaultScreen);
Colormap c = DefaultColormapOfScreen(screen);
if (!m_mainColormap)
m_mainColormap = (WXColormap) c;
return (WXColormap) c;
}
static Window XGetParent(Window window)
{
Window parent, root = 0;
unsigned int noChildren = 0;
if (XQueryTree(wxGetDisplay(), window, & root, & parent,
NULL, & noChildren))
return parent;
else
return (Window) 0;
}
// Returns TRUE if an accelerator has been processed
bool wxApp::CheckForAccelerator(WXEvent* event)
{
XEvent* xEvent = (XEvent*) event;
if (xEvent->xany.type == KeyPress)
{
// Find a wxWindow for this window
// TODO: should get display for the window, not the current display
Window window = xEvent->xany.window;
wxWindow* win = NULL;
// Find the first wxWindow that corresponds to this event window
while (window && !(win = wxGetWindowFromTable(window)))
window = XGetParent(window);
if (!window || !win)
return FALSE;
wxKeyEvent keyEvent(wxEVT_CHAR);
wxTranslateKeyEvent(keyEvent, win, (Window) 0, xEvent);
// Now we have a wxKeyEvent and we have a wxWindow.
// Go up the hierarchy until we find a matching accelerator,
// or we get to the top.
while (win)
{
if (win->ProcessAccelerator(keyEvent))
return TRUE;
win = win->GetParent();
}
return FALSE;
}
return FALSE;
}
void wxExit()
{
int retValue = 0;
if (wxTheApp)
retValue = wxTheApp->OnExit();
wxApp::CleanUp();
/*
* Exit in some platform-specific way. Not recommended that the app calls this:
* only for emergencies.
*/
exit(retValue);
}
// Yield to other processes
bool wxApp::Yield(bool onlyIfNeeded)
{
bool s_inYield = FALSE;
if ( s_inYield )
{
if ( !onlyIfNeeded )
{
wxFAIL_MSG( wxT("wxYield called recursively" ) );
}
return FALSE;
}
s_inYield = TRUE;
while (wxTheApp && wxTheApp->Pending())
wxTheApp->Dispatch();
s_inYield = FALSE;
return TRUE;
}
// TODO use XmGetPixmap (?) to get the really standard icons!
// XPM hack: make the arrays const
#define static static const
#include "wx/generic/info.xpm"
#include "wx/generic/error.xpm"
#include "wx/generic/question.xpm"
#include "wx/generic/warning.xpm"
#undef static
wxIcon
wxApp::GetStdIcon(int which) const
{
switch(which)
{
case wxICON_INFORMATION:
return wxIcon(info_xpm);
case wxICON_QUESTION:
return wxIcon(question_xpm);
case wxICON_EXCLAMATION:
return wxIcon(warning_xpm);
default:
wxFAIL_MSG("requested non existent standard icon");
// still fall through
case wxICON_HAND:
return wxIcon(error_xpm);
}
}
// ----------------------------------------------------------------------------
// accessors for C modules
// ----------------------------------------------------------------------------
#if 0
extern "C" XtAppContext wxGetAppContext()
{
return (XtAppContext)wxTheApp->GetAppContext();
}
#endif