GNU compiler included with Mac OS X 10.2 (Jaguar) as well as August Developer Tools update contain a bug concerning #pragma interface handling that can only be worked around by not using them (and they are not necessary anyways) git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@16895 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
		
			
				
	
	
		
			251 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			251 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/////////////////////////////////////////////////////////////////////////////
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// Name:        propsize.cpp
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// Purpose:     wxWindows propsize sample
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// Author:      Julian Smart
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// Modified by:
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// Created:     04/01/98
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// RCS-ID:      $Id$
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// Copyright:   (c) Julian Smart
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// License:     wxWindows license
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/////////////////////////////////////////////////////////////////////////////
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// ============================================================================
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// declarations
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// ============================================================================
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// ----------------------------------------------------------------------------
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// headers
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// ----------------------------------------------------------------------------
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#if defined(__GNUG__) && !defined(__APPLE__)
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    #pragma implementation "propsize.cpp"
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    #pragma interface "propsize.cpp"
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#endif
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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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// for all others, include the necessary headers (this file is usually all you
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// need because it includes almost all "standard" wxWindows headers
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#ifndef WX_PRECOMP
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    #include "wx/wx.h"
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#endif
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#include "wx/statline.h"
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// ----------------------------------------------------------------------------
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// ressources
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// ----------------------------------------------------------------------------
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// the application icon
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#if defined(__WXGTK__) || defined(__WXX11__) || defined(__WXMOTIF__) || defined(__WXMAC__) || defined(__WXMGL__)
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    #include "mondrian.xpm"
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#endif
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// ----------------------------------------------------------------------------
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// private classes
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// ----------------------------------------------------------------------------
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// Define a new application type, each program should derive a class from wxApp
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class MyApp : public wxApp
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{
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public:
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    // override base class virtuals
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    // ----------------------------
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    // this one is called on application startup and is a good place for the app
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    // initialization (doing it here and not in the ctor allows to have an error
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    // return: if OnInit() returns false, the application terminates)
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    virtual bool OnInit();
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};
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// Define a new frame type: this is going to be our main frame
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class MyFrame : public wxFrame
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{
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public:
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    // ctor(s)
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    MyFrame(const wxString& title, const wxPoint& pos, const wxSize& size);
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    // event handlers (these functions should _not_ be virtual)
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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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    // any class wishing to process wxWindows events must use this macro
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    DECLARE_EVENT_TABLE()
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};
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// ----------------------------------------------------------------------------
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// constants
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// ----------------------------------------------------------------------------
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// IDs for the controls and the menu commands
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enum
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{
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    // menu items
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    Minimal_Quit = 1,
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};
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// ----------------------------------------------------------------------------
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// event tables and other macros for wxWindows
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// ----------------------------------------------------------------------------
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// the event tables connect the wxWindows events with the functions (event
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// handlers) which process them. It can be also done at run-time, but for the
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// simple menu events like this the static method is much simpler.
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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    EVT_MENU(Minimal_Quit,  MyFrame::OnQuit)
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    EVT_MENU(wxID_ABOUT, MyFrame::OnAbout)
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END_EVENT_TABLE()
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// Create a new application object: this macro will allow wxWindows to create
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// the application object during program execution (it's better than using a
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// static object for many reasons) and also declares the accessor function
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// wxGetApp() which will return the reference of the right type (i.e. MyApp and
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// not wxApp)
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IMPLEMENT_APP(MyApp)
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// ============================================================================
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// implementation
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// ============================================================================
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// ----------------------------------------------------------------------------
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// the application class
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// ----------------------------------------------------------------------------
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// `Main program' equivalent: the program execution "starts" here
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bool MyApp::OnInit()
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{
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    // Create the main application window
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    MyFrame *frame = new MyFrame("Proportional resize",
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                                 wxPoint(50, 50), wxSize(450, 340));
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    // Show it and tell the application that it's our main window
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    // @@@ what does it do exactly, in fact? is it necessary here?
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    frame->Show(TRUE);
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    SetTopWindow(frame);
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    // success: wxApp::OnRun() will be called which will enter the main message
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    // loop and the application will run. If we returned FALSE here, the
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    // application would exit immediately.
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    return TRUE;
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}
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// ----------------------------------------------------------------------------
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// main frame
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// ----------------------------------------------------------------------------
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// frame constructor
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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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    // set the frame icon
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    SetIcon(wxICON(mondrian));
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    // create a menu bar
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    wxMenu *menuFile = new wxMenu("", wxMENU_TEAROFF);
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    menuFile->Append(wxID_ABOUT, "&About...\tCtrl-A", "Show about dialog");
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    menuFile->AppendSeparator();
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    menuFile->Append(Minimal_Quit, "E&xit\tAlt-X", "Quit this program");
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    // now append the freshly created menu to the menu bar...
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    wxMenuBar *menuBar = new wxMenuBar();
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    menuBar->Append(menuFile, "&File");
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    // ... and attach this menu bar to the frame
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    SetMenuBar(menuBar);
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#if wxUSE_STATUSBAR
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    // create a status bar just for fun (by default with 1 pane only)
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    CreateStatusBar(1);
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    SetStatusText("Resize the frame to see how controls react");
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#endif // wxUSE_STATUSBAR
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#define AddLine(orient) \
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    Add( new wxStaticLine( this, -1, wxDefaultPosition, wxSize(2,2), orient), \
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    0, wxEXPAND)
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#define AddButton(label,align) Add( \
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    new wxButton( this, -1, label, wxDefaultPosition, wxSize(100,50)), \
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    1, wxSHAPED | align)
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    wxBoxSizer *topsizer = new wxBoxSizer( wxVERTICAL );
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    // top row -- top-aligned
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    wxBoxSizer *hsizer1 = new wxBoxSizer( wxHORIZONTAL );
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    hsizer1->AddButton( "one", wxALIGN_LEFT | wxALIGN_TOP);
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    hsizer1->AddLine(wxVERTICAL);
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    hsizer1->AddButton( "two", wxALIGN_CENTER_HORIZONTAL | wxALIGN_TOP);
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    hsizer1->AddLine(wxVERTICAL);
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    hsizer1->AddButton( "three", wxALIGN_RIGHT | wxALIGN_TOP);
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    topsizer->Add(hsizer1, 1, wxEXPAND);
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    topsizer->AddLine(wxHORIZONTAL);
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    wxBoxSizer *hsizer2 = new wxBoxSizer( wxHORIZONTAL );
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    hsizer2->AddButton( "four", wxALIGN_LEFT | wxALIGN_CENTER_VERTICAL);
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    hsizer2->AddLine(wxVERTICAL);
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    // sizer that preserves it's shape
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    wxBoxSizer *vsizer = new wxBoxSizer( wxVERTICAL );
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    vsizer->Add(
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        new wxButton( this, -1, "up", wxDefaultPosition, wxSize(100,25) ),
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        1, wxEXPAND);
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    vsizer->Add(
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        new wxButton( this, -1, "down", wxDefaultPosition, wxSize(100,25) ),
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        1, wxEXPAND);
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    hsizer2->Add(vsizer, 1, wxSHAPED | wxALIGN_CENTER);
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    hsizer2->AddLine(wxVERTICAL);
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    hsizer2->AddButton( "six", wxALIGN_RIGHT | wxALIGN_CENTER_VERTICAL);
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    topsizer->Add(hsizer2, 1, wxEXPAND);
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    topsizer->AddLine(wxHORIZONTAL);
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    wxBoxSizer *hsizer3 = new wxBoxSizer( wxHORIZONTAL );
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    hsizer3->AddButton( "seven", wxALIGN_LEFT | wxALIGN_BOTTOM);
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    hsizer3->AddLine(wxVERTICAL);
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    hsizer3->AddButton( "eight", wxALIGN_CENTER_HORIZONTAL | wxALIGN_BOTTOM);
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    hsizer3->AddLine(wxVERTICAL);
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    // wxEXPAND should have no effect
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    hsizer3->AddButton( "nine", wxEXPAND | wxALIGN_RIGHT | wxALIGN_BOTTOM);
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    topsizer->Add(hsizer3, 1, wxEXPAND);
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    // set frame to minimum size
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    topsizer->Fit( this );
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    // don't allow frame to get smaller than what the sizers tell ye
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    // topsizer->SetSizeHints( this );
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    SetSizer( topsizer );
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}
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// event handlers
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void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
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{
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    // TRUE is to force the frame to close
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    Close(TRUE);
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}
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void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
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{
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    wxString msg;
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    msg.Printf( _T("This is the about dialog of proportional sizer test.\n")
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                _T("Welcome to %s")
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#ifdef wxBETA_NUMBER
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               _T(" (beta %d)!")
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#endif // wxBETA_NUMBER
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               , wxVERSION_STRING
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#ifdef wxBETA_NUMBER
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               , wxBETA_NUMBER
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#endif // wxBETA_NUMBER
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              );
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    wxMessageBox(msg, "About Shaped Sizer", wxOK | wxICON_INFORMATION, this);
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}
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