332 lines
11 KiB
C++
332 lines
11 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: helloworld.h
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// Purpose: topic overview
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// Author: wxWidgets team
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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/**
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@page overview_helloworld Hello World Example
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@tableofcontents
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This page shows a very simple wxWidgets program that can be used as a skeleton
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for your own code.
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@note Creating the UI entirely from C++ code is fine for a simple example, but
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more realistic programs can find it more convenient to define their UI at least
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partially in @ref overview_xrc "XRC resource files".
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While this program does nothing very useful, it introduces a couple of
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important concepts and explains how to write a working wxWidgets application.
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Trying building and running this application is also a good way of checking
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that wxWidgets is correctly installed on your system. And if you haven't
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installed wxWidgets yet, please @ref overview_install "do it first".
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Without further ado, let's write our first application.
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First, you have to include wxWidgets' header files, of course. This can be done
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on a file by file basis (such as @c wx/frame.h) or using one global include
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(@c wx/wx.h) which includes most of the commonly needed headers (although not
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all of them as there are simply too many wxWidgets headers to pull in all of
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them).
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@code
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// Start of wxWidgets "Hello World" Program
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#include <wx/wx.h>
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@endcode
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Execution of a "classic" C++ program starts in its `main()` function (putting
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aside the constructors of the global objects), but GUI applications must use a
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different "entry function" on some platforms (such as `WinMain()` used under
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Microsoft Windows). wxWidgets provides a convenient ::wxIMPLEMENT_APP() macro,
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which allows to define the appropriate entry function on all platforms. Please
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note that you can avoid using macros if you're so inclined by defining your own
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entry function and using wxInitializer class for the library initialization,
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but this example won't do it for brevity and simplicity.
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This macro takes a single parameter which is the name of the application class,
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that must be defined in the program. This class must derive from wxApp and,
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at the very least, override wxApp::OnInit() virtual function, as it will be
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called by wxWidgets to initialize the application. Let's do this:
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@code
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class MyApp : public wxApp
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{
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public:
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bool OnInit() override;
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};
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// This defines the equivalent of main() for the current platform.
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wxIMPLEMENT_APP(MyApp);
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@endcode
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The main window of a typical application is a wxFrame object. While it's
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possible to just use this class directly, it's usually more convenient to
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derive a custom class from it, as this allows to store additional data and
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handle events (such as mouse clicks, messages from the menu, or a button) in
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the methods of this class — allowing them to access this data easily.
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So, even if we don't have any data in this toy example, let's define such a
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custom class with a few "event handlers", i.e. functions taking the @c event
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parameter of the type corresponding to the event being handled, which is
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wxCommandEvent for the events from simple controls such as buttons, text fields
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and also menu items. In our example, we react to three menu items: our custom
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"Hello", and the "Exit" and "About" items (any program should normally
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implement the latter two). Notice that these handlers don't need to be virtual
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or public.
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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();
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private:
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void OnHello(wxCommandEvent& event);
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void OnExit(wxCommandEvent& event);
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void OnAbout(wxCommandEvent& event);
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};
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@endcode
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Now that we have this class, we can implement `OnInit()` which, as you
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remember, is called upon application startup and simply create the main
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window, represented by this class, in it:
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@code
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bool MyApp::OnInit()
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{
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MyFrame *frame = new MyFrame();
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frame->Show();
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return true;
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}
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@endcode
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Please note the following points:
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- Contrary to appearances, there is no memory leak in this example:
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wxWidgets takes ownership of all the window objects and destroys them
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automatically when the corresponding on-screen window is destroyed. For
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the frames (i.e. top-level windows) this happens when the user closes it.
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For the other windows, it happens when their parent is destroyed. But,
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generally speaking, all windows are owned by the framework and must @b not
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be deleted by the application.
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- Frames, unlike all the other windows, are created hidden by default in
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order to allow filling them with their contents before showing everything
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at once. Please don't forget to call `Show()` to make this happen.
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- Returning @true from `OnInit()` allows the application to start running.
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By default, it will exit once all top-level windows have been closed (but
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see wxApp::SetExitOnFrameDelete()), so this function should normally
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create at least one window (but can, of course, create more than one).
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Otherwise it can just return @false to exit immediately instead.
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In the constructor of the main window, we create a menu with our
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menu items, as well as a status bar to be shown at the bottom of the main
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window.
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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 which can be defined as a constant or an enum element. The
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latter is often used because typically many such constants will be needed:
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@code
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enum
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{
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ID_Hello = 1
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};
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@endcode
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Notice that you don't need to define identifiers for "About" and "Exit", as
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wxWidgets already predefines standard values such as ::wxID_ABOUT and
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::wxID_EXIT (see @ref page_stockitems for the full list). You should use
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these whenever possible, as they can be handled in a special way by a
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particular platform and also have predefined labels associated with them,
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which allows us to omit them when appending the corresponding menu items.
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For our custom item, we specify the label, also containing an accelerator,
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separated by `Tab` from the label itself, allowing to invoke this command
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from keyboard:
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@code
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MyFrame::MyFrame()
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: wxFrame(nullptr, wxID_ANY, "Hello World")
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{
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wxMenu *menuFile = new wxMenu;
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menuFile->Append(ID_Hello, "&Hello...\tCtrl+H",
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"Help string shown in status bar for this menu item");
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menuFile->AppendSeparator();
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menuFile->Append(wxID_EXIT);
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wxMenu *menuHelp = new wxMenu;
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menuHelp->Append(wxID_ABOUT);
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append(menuFile, "&File");
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menuBar->Append(menuHelp, "&Help");
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SetMenuBar(menuBar);
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CreateStatusBar();
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SetStatusText("Welcome to wxWidgets!");
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... continued below ...
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@endcode
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Note that, as with the windows, menu pointers don't need to (and, in fact,
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must not) be destroyed because they are owned by the menu bar, which is
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itself owned by the frame, which is owned, i.e. will be destroyed, by
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wxWidgets.
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We also have to connect our event handlers to the events we want to handle in
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them. We do this by calling Bind() to send all the menu events (identified by
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wxEVT_MENU event type) with the specified ID to the given function. The
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parameters we pass to Bind() are
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-# The event type, e.g. wxEVT_MENU, wxEVT_BUTTON, wxEVT_SIZE, or one
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of many other events used by wxWidgets.
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-# A pointer to the method to call, and the object to call it on. In
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this case, we just call our own function, and pass the `this` pointer
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for the object itself. We could instead call the method of another object,
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or a non-member function — in fact, any object that can be called with a
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wxCommandEvent, can be used here.
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-# An optional identifier, allowing us to select just some events of wxEVT_MENU
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type, namely those from the menu item with the given ID, instead of handling
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all of them in the provided handler. This is mainly useful with menu items
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and rarely with other kinds of events.
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@code
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... continued from above ...
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Bind(wxEVT_MENU, &MyFrame::OnHello, this, ID_Hello);
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Bind(wxEVT_MENU, &MyFrame::OnAbout, this, wxID_ABOUT);
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Bind(wxEVT_MENU, &MyFrame::OnExit, this, wxID_EXIT);
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}
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@endcode
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Here are the standard event handlers implementations. MyFrame::OnExit() closes
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the main window by calling Close(). The parameter @true indicates that other
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windows have no veto power such as after asking "Do you really want to close?".
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If there is no other main window left, the application will quit.
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@code
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void MyFrame::OnExit(wxCommandEvent& 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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@code
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void MyFrame::OnAbout(wxCommandEvent& event)
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{
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wxMessageBox("This is a wxWidgets Hello World example",
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"About Hello World", wxOK | wxICON_INFORMATION);
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}
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@endcode
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The implementation of custom menu command handler may perform whatever task
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your program needs to do, in this case we will simply show a message from it as
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befits a Hello World example:
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@code
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void MyFrame::OnHello(wxCommandEvent& event)
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{
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wxLogMessage("Hello world from wxWidgets!");
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}
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@endcode
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@note It can be convenient to use unnamed lambdas instead of functions for
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event handlers, especially for such short functions. Here, for example,
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we could replace the handler above with just
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@code
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Bind(wxEVT_MENU, [=](wxCommandEvent&) { wxLogMessage("Hello from a lambda!"); }, ID_Hello);
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@endcode
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Here is the entire program that can be copied and pasted:
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@code
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// Start of wxWidgets "Hello World" Program
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#include <wx/wx.h>
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class MyApp : public wxApp
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{
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public:
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bool OnInit() override;
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};
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wxIMPLEMENT_APP(MyApp);
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class MyFrame : public wxFrame
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{
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public:
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MyFrame();
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private:
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void OnHello(wxCommandEvent& event);
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void OnExit(wxCommandEvent& event);
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void OnAbout(wxCommandEvent& event);
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};
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enum
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{
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ID_Hello = 1
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};
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bool MyApp::OnInit()
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{
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MyFrame *frame = new MyFrame();
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frame->Show(true);
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return true;
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}
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MyFrame::MyFrame()
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: wxFrame(nullptr, wxID_ANY, "Hello World")
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{
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wxMenu *menuFile = new wxMenu;
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menuFile->Append(ID_Hello, "&Hello...\tCtrl-H",
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"Help string shown in status bar for this menu item");
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menuFile->AppendSeparator();
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menuFile->Append(wxID_EXIT);
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wxMenu *menuHelp = new wxMenu;
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menuHelp->Append(wxID_ABOUT);
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append(menuFile, "&File");
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menuBar->Append(menuHelp, "&Help");
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SetMenuBar( menuBar );
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CreateStatusBar();
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SetStatusText("Welcome to wxWidgets!");
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Bind(wxEVT_MENU, &MyFrame::OnHello, this, ID_Hello);
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Bind(wxEVT_MENU, &MyFrame::OnAbout, this, wxID_ABOUT);
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Bind(wxEVT_MENU, &MyFrame::OnExit, this, wxID_EXIT);
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}
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void MyFrame::OnExit(wxCommandEvent& event)
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{
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Close(true);
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}
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void MyFrame::OnAbout(wxCommandEvent& event)
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{
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wxMessageBox("This is a wxWidgets Hello World example",
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"About Hello World", wxOK | wxICON_INFORMATION);
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}
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void MyFrame::OnHello(wxCommandEvent& event)
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{
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wxLogMessage("Hello world from wxWidgets!");
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}
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@endcode
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*/
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