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			471 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			TeX
		
	
	
	
	
	
			
		
		
	
	
			471 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			TeX
		
	
	
	
	
	
\chapter{Porting from wxWidgets 1.xx}\label{porting}
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This addendum gives guidelines and tips for porting applications from
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version 1.xx of wxWidgets to version 2.0.
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The first section offers tips for writing 1.xx applications in a way to
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minimize porting time. The following sections detail the changes and
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how you can modify your application to be 2.0-compliant.
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You may be worrying that porting to 2.0 will be a lot of work,
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particularly if you have only recently started using 1.xx. In fact,
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the wxWidgets 2.0 API has far more in common with 1.xx than it has differences.
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The main challenges are using the new event system, doing without the default
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panel item layout, and the lack of automatic labels in some controls.
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Please don't be freaked out by the jump to 2.0! For one thing, 1.xx is still available
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and will be supported by the user community for some time. And when you have
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changed to 2.0, we hope that you will appreciate the benefits in terms
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of greater flexibility, better user interface aesthetics, improved C++ conformance,
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improved compilation speed, and many other enhancements. The revised architecture
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of 2.0 will ensure that wxWidgets can continue to evolve for the foreseeable
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future.
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{\it Please note that this document is a work in progress.}
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\section{Preparing for version 2.0}\label{portingpreparing}
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Even before compiling with version 2.0, there's also a lot you can do right now to make porting
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relatively simple. Here are a few tips.
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\begin{itemize}
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\item {\bf Use constraints or .wxr resources} for layout, rather than the default layout scheme.
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Constraints should be the same in 2.0, and resources will be translated.
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\item {\bf Use separate wxMessage items} instead of labels for wxText, wxMultiText,
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wxChoice, wxComboBox. These labels will disappear in 2.0. Use separate
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wxMessages whether you're creating controls programmatically or using
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the dialog editor. The future dialog editor will be able to translate
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from old to new more accurately if labels are separated out.
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\item {\bf Parameterise functions that use wxDC} or derivatives, i.e. make the wxDC
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an argument to all functions that do drawing. Minimise the use of
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wxWindow::GetDC and definitely don't store wxDCs long-term
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because in 2.0, you can't use GetDC() and wxDCs are not persistent.
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You will use wxClientDC, wxPaintDC stack objects instead. Minimising
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the use of GetDC() will ensure that there are very few places you
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have to change drawing code for 2.0.
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\item {\bf Don't set GDI objects} (wxPen, wxBrush etc.) in windows or wxCanvasDCs before they're
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needed (e.g. in constructors) - do so within your drawing routine instead. In
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2.0, these settings will only take effect between the construction and destruction
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of temporary wxClient/PaintDC objects.
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\item {\bf Don't rely} on arguments to wxDC functions being floating point - they will
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be 32-bit integers in 2.0.
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\item {\bf Don't use the wxCanvas member functions} that duplicate wxDC functions, such as SetPen and DrawLine, since
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they are going.
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\item {\bf Using member callbacks} called from global callback functions will make the transition
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easier - see the FAQ
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for some notes on using member functions for callbacks. wxWidgets 2.0 will banish global
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callback functions (and OnMenuCommand), and nearly all event handling will be done by functions taking a single event argument.
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So in future you will have code like:
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{\small
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\begin{verbatim}
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void MyFrame::OnOK(wxCommandEvent& event)
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{
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        ...
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}
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\end{verbatim}
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}%
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You may find that writing the extra code to call a member function isn't worth it at this stage,
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but the option is there.
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\item {\bf Use wxString wherever possible.} 2.0 replaces char * with wxString
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in most cases, and if you use wxString to receive strings returned from
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wxWidgets functions (except when you need to save the pointer if deallocation is required), there should
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be no conversion problems later on.
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\item Be aware that under Windows, {\bf font sizes will change} to match standard Windows
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font sizes (for example, a 12-point font will appear bigger than before). Write your application
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to be flexible where fonts are concerned.
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Don't rely on fonts being similarly-sized across platforms, as they were (by chance) between
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Windows and X under wxWidgets 1.66. Yes, this is not easy... but I think it is better to conform to the
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standards of each platform, and currently the size difference makes it difficult to
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conform to Windows UI standards. You may eventually wish to build in a global 'fudge-factor' to compensate
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for size differences. The old font sizing will still be available via wx\_setup.h, so do not panic...
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\item {\bf Consider dropping wxForm usage}:
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wxPropertyFormView can be used in a wxForm-like way, except that you specify a pre-constructed panel
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or dialog; or you can use a wxPropertyListView to show attributes in a scrolling list - you don't even need
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to lay panel items out.
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Because wxForm uses a number of features to be dropped in wxWidgets 2.0, it cannot be
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supported in the future, at least in its present state.
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\item {\bf When creating a wxListBox}, put the wxLB\_SINGLE, wxLB\_MULTIPLE, wxLB\_EXTENDED styles in the window style parameter, and put
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zero in the {\it multiple} parameter. The {\it multiple} parameter will be removed in 2.0.
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\item {\bf For MDI applications}, don't reply on MDI being run-time-switchable in the way that the
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MDI sample is. In wxWidgets 2.0, MDI functionality is separated into distinct classes.
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\end{itemize}
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\section{The new event system}\label{portingeventsystem}
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The way that events are handled has been radically changed in wxWidgets 2.0. Please
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read the topic `Event handling overview' in the wxWidgets 2.0 manual for background
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on this.
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\subsection{Callbacks}
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Instead of callbacks for panel items, menu command events, control commands and other events are directed to
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the originating window, or an ancestor, or an event handler that has been plugged into the window
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or its ancestor. Event handlers always have one argument, a derivative of wxEvent.
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For menubar commands, the {\bf OnMenuCommand} member function will be replaced by a series of separate member functions,
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each of which responds to a particular command. You need to add these (non-virtual) functions to your
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frame class, add a DECLARE\_EVENT\_TABLE entry to the class, and then add an event table to
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your implementation file, as a BEGIN\_EVENT\_TABLE and END\_EVENT\_TABLE block. The
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individual event mapping macros will be of the form:
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\begin{verbatim}
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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    EVT_MENU(MYAPP_NEW, MyFrame::OnNew)
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    EVT_MENU(wxID_EXIT, MyFrame::OnExit)
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END_EVENT_TABLE()
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\end{verbatim}
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Control commands, such as button commands, can be routed to a derived button class,
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the parent window, or even the frame. Here, you use a function of the form EVT\_BUTTON(id, func).
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Similar macros exist for other control commands.
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\subsection{Other events}
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To intercept other events, you used to override virtual functions, such as OnSize. Now, while you can use
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the OnSize name for such event handlers (or any other name of your choice), it has only a single argument
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(wxSizeEvent) and must again be `mapped' using the EVT\_SIZE macro. The same goes for all other events,
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including OnClose (although in fact you can still use the old, virtual form of OnClose for the time being).
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\section{Class hierarchy}\label{portingclasshierarchy}
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The class hierarchy has changed somewhat. wxToolBar and wxButtonBar
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classes have been split into several classes, and are derived from wxControl (which was
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called wxItem). wxPanel derives from wxWindow instead of from wxCanvas, which has
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disappeared in favour of wxScrolledWindow (since all windows are now effectively canvases
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which can be drawn into). The status bar has become a class in its own right, wxStatusBar.
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There are new MDI classes so that wxFrame does not have to be overloaded with this
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functionality.
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There are new device context classes, with wxPanelDC and wxCanvasDC disappearing.
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See \helpref{Device contexts and painting}{portingdc}.
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\section{GDI objects}\label{portinggdiobjects}
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These objects - instances of classes such as wxPen, wxBrush, wxBitmap (but not wxColour) -
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are now implemented with reference-counting. This makes assignment a very cheap operation,
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and also means that management of the resource is largely automatic. You now pass {\it references} to
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objects to functions such as wxDC::SetPen, not pointers, so you will need to dereference your pointers.
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The device context does not store a copy of the pen
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itself, but takes a copy of it (via reference counting), and the object's data gets freed up
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when the reference count goes to zero. The application does not have to worry so much about
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who the object belongs to: it can pass the reference, then destroy the object without
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leaving a dangling pointer inside the device context.
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For the purposes of code migration, you can use the old style of object management - maintaining
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pointers to GDI objects, and using the FindOrCreate... functions. However, it is preferable to
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keep this explicit management to a minimum, instead creating objects on the fly as needed, on the stack,
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unless this causes too much of an overhead in your application.
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At a minimum, you will have to make sure that calls to SetPen, SetBrush etc. work. Also, where you pass NULL to these
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functions, you will need to use an identifier such as wxNullPen or wxNullBrush.
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\section{Dialogs and controls}\label{portingdialogscontrols}
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\wxheading{Labels}
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Most controls no longer have labels and values as they used to in 1.xx. Instead, labels
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should be created separately using wxStaticText (the new name for wxMessage). This will
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need some reworking of dialogs, unfortunately; programmatic dialog creation that doesn't
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use constraints will be especially hard-hit. Perhaps take this opportunity to make more
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use of dialog resources or constraints. Or consider using the wxPropertyListView class
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which can do away with dialog layout issues altogether by presenting a list of editable
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properties.
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\wxheading{Constructors}
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All window constructors have two main changes, apart from the label issue mentioned above.
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Windows now have integer identifiers; and position and size are now passed as wxPoint and
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wxSize objects. In addition, some windows have a wxValidator argument.
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\wxheading{Show versus ShowModal}
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If you have used or overridden the {\bf wxDialog::Show} function in the past, you may find
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that modal dialogs no longer work as expected. This is because the function for modal showing
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is now {\bf wxDialog:ShowModal}. This is part of a more fundamental change in which a
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control may tell the dialog that it caused the dismissal of a dialog, by
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calling {\bf wxDialog::EndModal} or {\bf wxWindow::SetReturnCode}. Using this
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information, {\bf ShowModal} now returns the id of the control that caused dismissal,
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giving greater feedback to the application than just true or false.
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If you overrode or called {\bf wxDialog::Show}, use {\bf ShowModal} and test for a returned identifier,
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commonly wxID\_OK or wxID\_CANCEL.
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\wxheading{wxItem}
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This is renamed wxControl.
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\wxheading{wxText, wxMultiText and wxTextWindow}
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These classes no longer exist and are replaced by the single class wxTextCtrl.
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Multi-line text items are created using the wxTE\_MULTILINE style.
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\wxheading{wxButton}
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Bitmap buttons are now a separate class, instead of being part of wxBitmap.
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\wxheading{wxMessage}
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Bitmap messages are now a separate class, wxStaticBitmap, and wxMessage
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is renamed wxStaticText.
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\wxheading{wxGroupBox}
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wxGroupBox is renamed wxStaticBox.
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\wxheading{wxForm}
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Note that wxForm is no longer supported in wxWidgets 2.0. Consider using the wxPropertyFormView class
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instead, which takes standard dialogs and panels and associates controls with property objects.
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You may also find that the new validation method, combined with dialog resources, is easier
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and more flexible than using wxForm.
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\section{Device contexts and painting}\label{portingdc}
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In wxWidgets 2.0, device contexts are used for drawing into, as per 1.xx, but the way
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they are accessed and constructed is a bit different.
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You no longer use {\bf GetDC} to access device contexts for panels, dialogs and canvases.
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Instead, you create a temporary device context, which means that any window or control can be drawn
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into. The sort of device context you create depends on where your code is called from. If
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painting within an {\bf OnPaint} handler, you create a wxPaintDC. If not within an {\bf OnPaint} handler,
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you use a wxClientDC or wxWindowDC. You can still parameterise your drawing code so that it
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doesn't have to worry about what sort of device context to create - it uses the DC it is passed
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from other parts of the program.
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You {\bf must } create a wxPaintDC if you define an OnPaint handler, even if you do not
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actually use this device context, or painting will not work correctly under Windows.
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If you used device context functions with wxPoint or wxIntPoint before, please note
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that wxPoint now contains integer members, and there is a new class wxRealPoint. wxIntPoint
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no longer exists.
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wxMetaFile and wxMetaFileDC have been renamed to wxMetafile and wxMetafileDC.
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\section{Miscellaneous}
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\subsection{Strings}
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wxString has replaced char* in the majority of cases. For passing strings into functions,
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this should not normally require you to change your code if the syntax is otherwise the
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same. This is because C++ will automatically convert a char* or const char* to a wxString by virtue
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of appropriate wxString constructors.
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However, when a wxString is returned from a function in wxWidgets 2.0 where a char* was
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returned in wxWidgets 1.xx, your application will need to be changed. Usually you can
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simplify your application's allocation and deallocation of memory for the returned string,
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and simply assign the result to a wxString object. For example, replace this:
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{\small
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\begin{verbatim}
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  char* s = wxFunctionThatReturnsString();
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  s = copystring(s); // Take a copy in case it is temporary
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  .... // Do something with it
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  delete[] s;
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\end{verbatim}
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}
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with this:
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{\small
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\begin{verbatim}
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  wxString s = wxFunctionThatReturnsString();
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  .... // Do something with it
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\end{verbatim}
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}
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To indicate an empty return value or a problem, a function may return either the
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empty string (``") or a null string. You can check for a null string with wxString::IsNull().
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\subsection{Use of const}
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The {\bf const} keyword is now used to denote constant functions that do not affect the
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object, and for function arguments to denote that the object passed cannot be changed.
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This should not affect your application except for where you are overriding virtual functions
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which now have a different signature. If functions are not being called which were previously,
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check whether there is a parameter mismatch (or function type mismatch) involving consts.
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Try to use the {\bf const} keyword in your own code where possible.
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\section{Backward compatibility}\label{portingcompat}
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Some wxWidgets 1.xx functionality has been left to ease the transition to 2.0. This functionality
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(usually) only works if you compile with WXWIN\_COMPATIBILITY set to 1 in setup.h.
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Mostly this defines old names to be the new names (e.g. wxRectangle is defined to be wxRect).
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\section{Quick reference}\label{portingquickreference}
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This section allows you to quickly find features that
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need to be converted.
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\subsection{Include files}
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Use the form:
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\begin{verbatim}
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#include <wx/wx.h>
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#include <wx/button.h>
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\end{verbatim}
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For precompiled header support, use this form:
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\begin{verbatim}
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// For compilers that support precompilation, includes "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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// Any files you want to include if not precompiling by including
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// the whole of <wx/wx.h>
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#ifndef WX_PRECOMP
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    #include <stdio.h>
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    #include <wx/setup.h>
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    #include <wx/bitmap.h>
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    #include <wx/brush.h>
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#endif
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// Any files you want to include regardless of precompiled headers
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#include <wx/toolbar.h>
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\end{verbatim}
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\subsection{IPC classes}
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These are now separated out into wxDDEServer/Client/Connection (Windows only) and wxTCPServer/Client/Connection
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(Windows and Unix). Take care to use wxString for your overridden function arguments, instead of char*, as per
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the documentation.
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\subsection{MDI style frames}
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MDI is now implemented as a family of separate classes, so you can't switch to MDI just by
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using a different frame style. Please see the documentation for the MDI frame classes, and the MDI
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sample may be helpful too.
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\subsection{OnActivate}
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Replace the arguments with one wxActivateEvent\& argument, make sure the function isn't virtual,
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and add an EVT\_ACTIVATE event table entry.
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\subsection{OnChar}
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This is now a non-virtual function, with the same wxKeyEvent\& argument as before.
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Add an EVT\_CHAR macro to the event table
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for your window, and the implementation of your function will need very few changes.
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\subsection{OnClose}
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The old virtual function OnClose is now obsolete.
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Add an OnCloseWindow event handler using an EVT\_CLOSE event table entry. For details
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about window destruction, see the Windows Deletion Overview in the manual. This is a subtle
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topic so please read it very carefully. Basically, OnCloseWindow is now responsible for
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destroying a window with Destroy(), but the default implementation (for example for wxDialog) may not
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destroy the window, so to be sure, always provide this event handler so it is obvious what's going on.
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\subsection{OnEvent}
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This is now a non-virtual function, with the same wxMouseEvent\& argument as before. However
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you may wish to rename it OnMouseEvent. Add an EVT\_MOUSE\_EVENTS macro to the event table
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for your window, and the implementation of your function will need very few changes.
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However, if you wish to intercept different events using different functions, you can
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specify specific events in your event table, such as EVT\_LEFT\_DOWN.
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Your OnEvent function is likely to have references to GetDC(), so make sure you create
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a wxClientDC instead. See \helpref{Device contexts}{portingdc}.
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If you are using a wxScrolledWindow (formerly wxCanvas), you should call
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PrepareDC(dc) to set the correct translation for the current scroll position.
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\subsection{OnMenuCommand}
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You need to replace this virtual function with a series of non-virtual functions, one for
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each case of your old switch statement. Each function takes a wxCommandEvent\& argument.
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Create an event table for your frame
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containing EVT\_MENU macros, and insert DECLARE\_EVENT\_TABLE() in your frame class, as
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per the samples.
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\subsection{OnPaint}
 | 
						|
 | 
						|
This is now a non-virtual function, with a wxPaintEvent\& argument.
 | 
						|
Add an EVT\_PAINT macro to the event table
 | 
						|
for your window.
 | 
						|
 | 
						|
Your function {\it must} create a wxPaintDC object, instead of using GetDC to
 | 
						|
obtain the device context.
 | 
						|
 | 
						|
If you are using a wxScrolledWindow (formerly wxCanvas), you should call
 | 
						|
PrepareDC(dc) to set the correct translation for the current scroll position.
 | 
						|
 | 
						|
\subsection{OnSize}
 | 
						|
 | 
						|
Replace the arguments with one wxSizeEvent\& argument, make it non-virtual, and add to your
 | 
						|
event table using EVT\_SIZE.
 | 
						|
 | 
						|
\subsection{wxApp definition}
 | 
						|
 | 
						|
The definition of OnInit has changed. Return a bool value, not a wxFrame.
 | 
						|
 | 
						|
Also, do {\it not} declare a global application object. Instead, use the macros
 | 
						|
DECLARE\_APP and IMPLEMENT\_APP as per the samples. Remove any occurrences of IMPLEMENT\_WXWIN\_MAIN:
 | 
						|
this is subsumed in IMPLEMENT\_APP.
 | 
						|
 | 
						|
\subsection{wxButton}
 | 
						|
 | 
						|
For bitmap buttons, use wxBitmapButton.
 | 
						|
 | 
						|
\subsection{wxCanvas}
 | 
						|
 | 
						|
Change the name to wxScrolledWindow.
 | 
						|
 | 
						|
\subsection{wxDialogBox}
 | 
						|
 | 
						|
Change the name to wxDialog, and for modal dialogs, use ShowModal instead of Show.
 | 
						|
 | 
						|
\subsection{wxDialog::Show}
 | 
						|
 | 
						|
If you used {\bf Show} to show a modal dialog or to override the standard
 | 
						|
modal dialog {\bf Show}, use {\bf ShowModal} instead.
 | 
						|
 | 
						|
\wxheading{See also}
 | 
						|
 | 
						|
\helpref{Dialogs and controls}{portingdialogscontrols}
 | 
						|
 | 
						|
\subsection{wxForm}
 | 
						|
 | 
						|
Sorry, this class is no longer available. Try using the wxPropertyListView or wxPropertyFormView class
 | 
						|
instead, or use .wxr files and validators.
 | 
						|
 | 
						|
\subsection{wxPoint}
 | 
						|
 | 
						|
The old wxPoint is called wxRealPoint, and wxPoint now uses integers.
 | 
						|
 | 
						|
\subsection{wxRectangle}
 | 
						|
 | 
						|
This is now called wxRect.
 | 
						|
 | 
						|
\subsection{wxScrollBar}
 | 
						|
 | 
						|
The function names have changed for this class: please refer to the documentation for wxScrollBar. Instead
 | 
						|
of setting properties individually, you will call SetScrollbar with several parameters.
 | 
						|
 | 
						|
\subsection{wxText, wxMultiText, wxTextWindow}
 | 
						|
 | 
						|
Change all these to wxTextCtrl. Add the window style wxTE\_MULTILINE if you
 | 
						|
wish to have a multi-line text control.
 | 
						|
 | 
						|
\subsection{wxToolBar}
 | 
						|
 | 
						|
This name is an alias for the most popular form of toolbar for your platform. There is now a family
 | 
						|
of toolbar classes, with for example wxToolBar95, wxToolBarMSW and wxToolBarSimple classes existing
 | 
						|
under Windows 95.
 | 
						|
 | 
						|
Toolbar management is supported by frames, so calling wxFrame::CreateToolBar and adding tools is usually
 | 
						|
enough, and the SDI or MDI frame will manage the positioning for you. The client area of the frame is the space
 | 
						|
left over when the menu bar, toolbar and status bar have been taken into account.
 | 
						|
 |