/////////////////////////////////////////////////////////////////////////////
// Name:        wx/app.h
// Purpose:     wxAppBase class and macros used for declaration of wxApp
//              derived class in the user code
// Author:      Julian Smart
// Created:     01/02/97
// Copyright:   (c) Julian Smart
// Licence:     wxWindows licence
/////////////////////////////////////////////////////////////////////////////

#ifndef _WX_APP_H_BASE_
#define _WX_APP_H_BASE_

// ----------------------------------------------------------------------------
// headers we have to include here
// ----------------------------------------------------------------------------

#include "wx/event.h"       // for the base class
#include "wx/eventfilter.h" // (and another one)
#include "wx/build.h"
#include "wx/cmdargs.h"     // for wxCmdLineArgsArray used by wxApp::argv
#include "wx/init.h"        // we must declare wxEntry()
#include "wx/intl.h"        // for wxLayoutDirection
#include "wx/log.h"         // for wxDISABLE_DEBUG_LOGGING_IN_RELEASE_BUILD()

class WXDLLIMPEXP_FWD_BASE wxAppConsole;
class WXDLLIMPEXP_FWD_BASE wxAppTraits;
class WXDLLIMPEXP_FWD_BASE wxCmdLineParser;
class WXDLLIMPEXP_FWD_BASE wxEventLoopBase;
class WXDLLIMPEXP_FWD_BASE wxMessageOutput;

#if wxUSE_GUI
    struct WXDLLIMPEXP_FWD_CORE wxVideoMode;
    class WXDLLIMPEXP_FWD_CORE wxWindow;
#endif

// this macro should be used in any main() or equivalent functions defined in wx
#define wxDISABLE_DEBUG_SUPPORT() \
    wxDISABLE_ASSERTS_IN_RELEASE_BUILD(); \
    wxDISABLE_DEBUG_LOGGING_IN_RELEASE_BUILD()

// ----------------------------------------------------------------------------
// typedefs
// ----------------------------------------------------------------------------

// the type of the function used to create a wxApp object on program start up
typedef wxAppConsole* (*wxAppInitializerFunction)();

// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------

enum
{
    wxPRINT_WINDOWS = 1,
    wxPRINT_POSTSCRIPT = 2
};

// ----------------------------------------------------------------------------
// global variables
// ----------------------------------------------------------------------------

// use of this list is strongly deprecated, use wxApp ScheduleForDestruction()
// and IsScheduledForDestruction()  methods instead of this list directly, it
// is here for compatibility purposes only
extern WXDLLIMPEXP_DATA_BASE(wxList) wxPendingDelete;

// ----------------------------------------------------------------------------
// wxAppConsoleBase: wxApp for non-GUI applications
// ----------------------------------------------------------------------------

class WXDLLIMPEXP_BASE wxAppConsoleBase : public wxEvtHandler,
                                          public wxEventFilter
{
public:
    // ctor and dtor
    wxAppConsoleBase();
    virtual ~wxAppConsoleBase();


    // the virtual functions which may/must be overridden in the derived class
    // -----------------------------------------------------------------------

    // This is the very first function called for a newly created wxApp object,
    // it is used by the library to do the global initialization. If, for some
    // reason, you must override it (instead of just overriding OnInit(), as
    // usual, for app-specific initializations), do not forget to call the base
    // class version!
    virtual bool Initialize(int& argc, wxChar **argv);

    // This gives wxCocoa a chance to call OnInit() with a memory pool in place
    virtual bool CallOnInit() { return OnInit(); }

    // Called before OnRun(), this is a good place to do initialization -- if
    // anything fails, return false from here to prevent the program from
    // continuing. The command line is normally parsed here, call the base
    // class OnInit() to do it.
    virtual bool OnInit();

    // This is the replacement for the normal main(): all program work should
    // be done here. When OnRun() returns, the programs starts shutting down.
    virtual int OnRun();

    // Called before the first events are handled, called from within MainLoop()
    virtual void OnLaunched();

    // This is called by wxEventLoopBase::SetActive(): you should put the code
    // which needs an active event loop here.
    // Note that this function is called whenever an event loop is activated;
    // you may want to use wxEventLoopBase::IsMain() to perform initialization
    // specific for the app's main event loop.
    virtual void OnEventLoopEnter(wxEventLoopBase* WXUNUSED(loop)) {}

    // This is only called if OnInit() returned true so it's a good place to do
    // any cleanup matching the initializations done there.
    virtual int OnExit();

    // This is called by wxEventLoopBase::OnExit() for each event loop which
    // is exited.
    virtual void OnEventLoopExit(wxEventLoopBase* WXUNUSED(loop)) {}

    // This is the very last function called on wxApp object before it is
    // destroyed. If you override it (instead of overriding OnExit() as usual)
    // do not forget to call the base class version!
    virtual void CleanUp();

    // Called when a fatal exception occurs, this function should take care not
    // to do anything which might provoke a nested exception! It may be
    // overridden if you wish to react somehow in non-default way (core dump
    // under Unix, application crash under Windows) to fatal program errors,
    // however extreme care should be taken if you don't want this function to
    // crash.
    virtual void OnFatalException() { }

    // Called from wxExit() function, should terminate the application a.s.a.p.
    virtual void Exit();

    // Allows to set a custom process exit code if a fatal error happens.
    // This code is 255 by default, but can be changed if necessary, notably
    // set to -1 (which still maps to 255 under most systems, but to 127 when
    // using MSVC) if compatibility with the previous wx versions is important.
    static void SetFatalErrorExitCode(int code) { ms_fatalErrorExitCode = code; }
    static int GetFatalErrorExitCode() { return ms_fatalErrorExitCode; }

    // Allows to set a custom process exit code if OnInit() returns false.
    // By default, this exit code is 255, as for the fatal errors.
    virtual void SetErrorExitCode(int code) { m_exitCode = code; }
    int GetErrorExitCode() const { return m_exitCode; }


    // application info: name, description, vendor
    // -------------------------------------------

    // NB: all these should be set by the application itself, there are no
    //     reasonable default except for the application name which is taken to
    //     be argv[0]

        // set/get the application name
    wxString GetAppName() const;
    void SetAppName(const wxString& name) { m_appName = name; }

        // set/get the application display name: the display name is the name
        // shown to the user in titles, reports, etc while the app name is
        // used for paths, config, and other places the user doesn't see
        //
        // by default the display name is the same as app name or a capitalized
        // version of the program if app name was not set either but it's
        // usually better to set it explicitly to something nicer
    wxString GetAppDisplayName() const;

    void SetAppDisplayName(const wxString& name) { m_appDisplayName = name; }

        // set/get the app class name
    wxString GetClassName() const { return m_className; }
    void SetClassName(const wxString& name) { m_className = name; }

        // set/get the vendor name
    const wxString& GetVendorName() const { return m_vendorName; }
    void SetVendorName(const wxString& name) { m_vendorName = name; }

        // set/get the vendor display name:  the display name is shown
        // in titles/reports/dialogs to the user, while the vendor name
        // is used in some areas such as wxConfig, wxStandardPaths, etc
    const wxString& GetVendorDisplayName() const
    {
        return m_vendorDisplayName.empty() ? GetVendorName()
                                           : m_vendorDisplayName;
    }
    void SetVendorDisplayName(const wxString& name)
    {
        m_vendorDisplayName = name;
    }


    // cmd line parsing stuff
    // ----------------------

    // all of these methods may be overridden in the derived class to
    // customize the command line parsing (by default only a few standard
    // options are handled)
    //
    // you also need to call wxApp::OnInit() from YourApp::OnInit() for all
    // this to work

#if wxUSE_CMDLINE_PARSER
    // this one is called from OnInit() to add all supported options
    // to the given parser (don't forget to call the base class version if you
    // override it!)
    virtual void OnInitCmdLine(wxCmdLineParser& parser);

    // called after successfully parsing the command line, return true
    // to continue and false to exit (don't forget to call the base class
    // version if you override it!)
    virtual bool OnCmdLineParsed(wxCmdLineParser& parser);

    // called if "--help" option was specified, return true to continue
    // and false to exit
    virtual bool OnCmdLineHelp(wxCmdLineParser& parser);

    // called if incorrect command line options were given, return
    // false to abort and true to continue
    virtual bool OnCmdLineError(wxCmdLineParser& parser);
#endif // wxUSE_CMDLINE_PARSER


    // miscellaneous customization functions
    // -------------------------------------

    // create the app traits object to which we delegate for everything which
    // either should be configurable by the user (then he can change the
    // default behaviour simply by overriding CreateTraits() and returning his
    // own traits object) or which is GUI/console dependent as then wxAppTraits
    // allows us to abstract the differences behind the common facade
    wxAppTraits *GetTraits();

    // this function provides safer access to traits object than
    // wxTheApp->GetTraits() during startup or termination when the global
    // application object itself may be unavailable
    //
    // of course, it still returns nullptr in this case and the caller must check
    // for it
    static wxAppTraits *GetTraitsIfExists();

    // Return some valid traits object.
    //
    // This method checks if we have wxTheApp and returns its traits if it does
    // exist and the traits are non-null, similarly to GetTraitsIfExists(), but
    // falls back to wxConsoleAppTraits to ensure that it always returns
    // something valid.
    static wxAppTraits& GetValidTraits();

    // returns the main event loop instance, i.e. the event loop which is started
    // by OnRun() and which dispatches all events sent from the native toolkit
    // to the application (except when new event loops are temporarily set-up).
    // The returned value maybe null. Put initialization code which needs a
    // non-null main event loop into OnEventLoopEnter().
    wxEventLoopBase* GetMainLoop() const
        { return m_mainLoop; }

    // This function sets the C locale to the default locale for the current
    // environment. It is advised to call this to ensure that the underlying
    // toolkit uses the locale in which the numbers and monetary amounts are
    // shown in the format expected by user and so on.
    //
    // Notice that this does _not_ change the global C++ locale, you need to do
    // it explicitly if you want.
    //
    // Finally, notice that while this function is virtual, it is not supposed
    // to be overridden outside of the library itself.
    virtual void SetCLocale();


    // event processing functions
    // --------------------------

    // Implement the inherited wxEventFilter method but just return -1 from it
    // to indicate that default processing should take place.
    virtual int FilterEvent(wxEvent& event) override;

    // return true if we're running event loop, i.e. if the events can
    // (already) be dispatched
    static bool IsMainLoopRunning();

//#if wxUSE_EXCEPTIONS
    // execute the functor to handle the given event
    //
    // this is a generalization of HandleEvent() below and the base class
    // implementation of CallEventHandler() still calls HandleEvent() for
    // compatibility for functors which are just wxEventFunctions (i.e. methods
    // of wxEvtHandler)
    virtual void CallEventHandler(wxEvtHandler *handler,
                                  wxEventFunctor& functor,
                                  wxEvent& event) const;

    // call the specified handler on the given object with the given event
    //
    // this method only exists to allow catching the exceptions thrown by any
    // event handler, it would lead to an extra (useless) virtual function call
    // if the exceptions were not used, so it doesn't even exist in that case
    virtual void HandleEvent(wxEvtHandler *handler,
                             wxEventFunction func,
                             wxEvent& event) const;

    // Called when an unhandled C++ exception occurs inside OnRun(): note that
    // the main event loop has already terminated by now and the program will
    // exit, if you need to really handle the exceptions you need to override
    // OnExceptionInMainLoop()
    virtual void OnUnhandledException();

    // Call OnUnhandledException() on the current wxTheApp object if it exists.
    static void CallOnUnhandledException();

    // Function called if an uncaught exception is caught inside the main
    // event loop: it may return true to continue running the event loop or
    // false to stop it. If this function rethrows the exception, as it does by
    // default, simply because there is no general way to handle exceptions,
    // StoreCurrentException() will be called to store it because in any case
    // the exception can't be allowed to escape.
    virtual bool OnExceptionInMainLoop();

    // This function can be overridden to store the current exception, in view
    // of rethrowing it later when RethrowStoredException() is called. If the
    // exception was stored, return true. If the exception can't be stored,
    // i.e. if this function returns false, the program will abort after
    // calling OnUnhandledException().
    //
    // The default implementation of this function when using C++98 compiler
    // just returns false, as there is no generic way to store an arbitrary
    // exception in C++98 and each application must do it on its own for the
    // exceptions it uses in its overridden version. When using C++11, the
    // default implementation uses std::current_exception() and returns true,
    // so it's normally not necessary to override this method when using C++11.
    virtual bool StoreCurrentException();

    // If StoreCurrentException() is overridden, this function should be
    // overridden as well to rethrow the exceptions stored by it when the
    // control gets back to our code, i.e. when it's safe to do it.
    //
    // The default version does nothing when using C++98 and uses
    // std::rethrow_exception() in C++11.
    virtual void RethrowStoredException();
/*#else // !wxUSE_EXCEPTIONS
    // For convenience, still define this to allow the code using it to avoid
    // checking for wxUSE_EXCEPTIONS.
    static void CallOnUnhandledException() { }
#endif // wxUSE_EXCEPTIONS/!wxUSE_EXCEPTIONS*/


    // pending events
    // --------------

    // IMPORTANT: all these methods conceptually belong to wxEventLoopBase
    //            but for many reasons we need to allow queuing of events
    //            even when there's no event loop (e.g. in wxApp::OnInit);
    //            this feature is used e.g. to queue events on secondary threads
    //            or in wxPython to use wx.CallAfter before the GUI is initialized

    // process all events in the m_handlersWithPendingEvents list -- it is necessary
    // to call this function to process posted events. This happens during each
    // event loop iteration in GUI mode but if there is no main loop, it may be
    // also called directly.
    virtual void ProcessPendingEvents();

    // check if there are pending events on global pending event list
    bool HasPendingEvents() const;

    // temporary suspends processing of the pending events
    void SuspendProcessingOfPendingEvents();

    // resume processing of the pending events previously stopped because of a
    // call to SuspendProcessingOfPendingEvents()
    void ResumeProcessingOfPendingEvents();

    // called by ~wxEvtHandler to (eventually) remove the handler from the list of
    // the handlers with pending events
    void RemovePendingEventHandler(wxEvtHandler* toRemove);

    // adds an event handler to the list of the handlers with pending events
    void AppendPendingEventHandler(wxEvtHandler* toAppend);

    // moves the event handler from the list of the handlers with pending events
    //to the list of the handlers with _delayed_ pending events
    void DelayPendingEventHandler(wxEvtHandler* toDelay);

    // deletes the current pending events
    void DeletePendingEvents();


    // delayed destruction
    // -------------------

    // If an object may have pending events for it, it shouldn't be deleted
    // immediately as this would result in a crash when trying to handle these
    // events: instead, it should be scheduled for destruction and really
    // destroyed only after processing all pending events.
    //
    // Notice that this is only possible if we have a running event loop,
    // otherwise the object is just deleted directly by ScheduleForDestruction()
    // and IsScheduledForDestruction() always returns false.

    // schedule the object for destruction in the near future
    void ScheduleForDestruction(wxObject *object);

    // return true if the object is scheduled for destruction
    bool IsScheduledForDestruction(wxObject *object) const;


    // wxEventLoop-related methods
    // ---------------------------

    // all these functions are forwarded to the corresponding methods of the
    // currently active event loop -- and do nothing if there is none
    virtual bool Pending();
    virtual bool Dispatch();

    virtual int MainLoop();
    virtual void ExitMainLoop();

    bool Yield(bool onlyIfNeeded = false);

    virtual void WakeUpIdle();

    // this method is called by the active event loop when there are no events
    // to process
    //
    // by default it generates the idle events and if you override it in your
    // derived class you should call the base class version to ensure that idle
    // events are still sent out
    virtual bool ProcessIdle();

    // this virtual function is overridden in GUI wxApp to always return true
    // as GUI applications always have an event loop -- but console ones may
    // have it or not, so it simply returns true if already have an event loop
    // running but false otherwise
    virtual bool UsesEventLoop() const;


    // debugging support
    // -----------------

    // this function is called when an assert failure occurs, the base class
    // version does the normal processing (i.e. shows the usual assert failure
    // dialog box)
    //
    // the arguments are the location of the failed assert, the text of the
    // assert itself and the user-specified message
    virtual void OnAssertFailure(const wxChar *file,
                                 int line,
                                 const wxChar *func,
                                 const wxChar *cond,
                                 const wxChar *msg);

    // old version of the function without func parameter, for compatibility
    // only, override OnAssertFailure() in the new code
    virtual void OnAssert(const wxChar *file,
                          int line,
                          const wxChar *cond,
                          const wxChar *msg);

    // check that the wxBuildOptions object (constructed in the application
    // itself, usually the one from wxIMPLEMENT_APP() macro) matches the build
    // options of the library and abort if it doesn't
    static bool CheckBuildOptions(const char *optionsSignature,
                                  const char *componentName);

    // implementation only from now on
    // -------------------------------

    // helpers for dynamic wxApp construction
    static void SetInitializerFunction(wxAppInitializerFunction fn)
        { ms_appInitFn = fn; }
    static wxAppInitializerFunction GetInitializerFunction()
        { return ms_appInitFn; }

    // accessors for ms_appInstance field (external code might wish to modify
    // it, this is why we provide a setter here as well, but you should really
    // know what you're doing if you call it), wxTheApp is usually used instead
    // of GetInstance()
    static wxAppConsole *GetInstance() { return ms_appInstance; }
    static void SetInstance(wxAppConsole *app) { ms_appInstance = app; }

    // returns true for GUI wxApp subclasses
    virtual bool IsGUI() const { return false; }


    // command line arguments (public for backwards compatibility)
    int argc;

    // this object is implicitly convertible to either "char**" (traditional
    // type of argv parameter of main()) or to "wchar_t **" (for compatibility
    // with Unicode build in previous wx versions and because the command line
    // can, in pr
    wxCmdLineArgsArray argv;

protected:
    // This function must be called at the end of wxApp ctor to indicate that
    // wx part of the object is fully constructed.
    void WXAppConstructed();

    // delete all objects in wxPendingDelete list
    //
    // called from ProcessPendingEvents()
    void DeletePendingObjects();

    // the function which creates the traits object when GetTraits() needs it
    // for the first time
    virtual wxAppTraits *CreateTraits();

    // function used for dynamic wxApp creation
    static wxAppInitializerFunction ms_appInitFn;

    // the one and only global application object
    static wxAppConsole *ms_appInstance;

    // create main loop from AppTraits or return nullptr if
    // there is no main loop implementation
    wxEventLoopBase *CreateMainLoop();

    // application info (must be set from the user code)
    wxString m_vendorName,        // vendor name ("acme")
             m_vendorDisplayName, // vendor display name (e.g. "ACME Inc")
             m_appName,           // app name ("myapp")
             m_appDisplayName,    // app display name ("My Application")
             m_className;         // class name

    // allows customizing the application behaviour, created by GetTraits()
    // when first needed
    wxAppTraits *m_traits = nullptr;

    // the main event loop of the application (may be null if the loop hasn't
    // been started yet or has already terminated)
    wxEventLoopBase *m_mainLoop = nullptr;


    // pending events management vars:

    // the array of the handlers with pending events which needs to be processed
    // inside ProcessPendingEvents()
    wxEvtHandlerArray m_handlersWithPendingEvents;

    // helper array used by ProcessPendingEvents() to store the event handlers
    // which have pending events but of these events none can be processed right now
    // (because of a call to wxEventLoop::YieldFor() which asked to selectively process
    // pending events)
    wxEvtHandlerArray m_handlersWithPendingDelayedEvents;

#if wxUSE_THREADS
    // this critical section protects both the lists above
    wxCriticalSection m_handlersWithPendingEventsLocker;
#endif

    // flag modified by Suspend/ResumeProcessingOfPendingEvents()
    bool m_bDoPendingEventProcessing = true;

private:
    // flag set to true at the end of wxApp ctor, call WXAppConstructed() to
    // set it
    bool m_fullyConstructed = false;

    // Exit code to use if a fatal error occurs when the application object
    // doesn't exist yet or is already destroyed.
    static int ms_fatalErrorExitCode;

    // Exit code to use if OnInit() returns false.
    int m_exitCode = ms_fatalErrorExitCode;


    friend class WXDLLIMPEXP_FWD_BASE wxEvtHandler;

    // the application object is a singleton anyhow, there is no sense in
    // copying it
    wxDECLARE_NO_COPY_CLASS(wxAppConsoleBase);
};

#if defined(__UNIX__) && !defined(__WINDOWS__)
    #include "wx/unix/app.h"
#else
    // this has to be a class and not a typedef as we forward declare it
    class wxAppConsole : public wxAppConsoleBase { };
#endif

// ----------------------------------------------------------------------------
// wxAppBase: the common part of wxApp implementations for all platforms
// ----------------------------------------------------------------------------

#if wxUSE_GUI

class WXDLLIMPEXP_CORE wxAppBase : public wxAppConsole
{
public:
    wxAppBase();
    virtual ~wxAppBase();

    // the virtual functions which may/must be overridden in the derived class
    // -----------------------------------------------------------------------

        // very first initialization function
        //
        // Override: very rarely
    virtual bool Initialize(int& argc, wxChar **argv) override;

        // a platform-dependent version of OnInit(): the code here is likely to
        // depend on the toolkit. default version does nothing.
        //
        // Override: rarely.
    virtual bool OnInitGui();

        // called to start program execution - the default version just enters
        // the main GUI loop in which events are received and processed until
        // the last window is not deleted (if GetExitOnFrameDelete) or
        // ExitMainLoop() is called. In console mode programs, the execution
        // of the program really starts here
        //
        // Override: rarely in GUI applications, always in console ones.
    virtual int OnRun() override;

        // a matching function for OnInit()
    virtual int OnExit() override;

        // very last clean up function
        //
        // Override: very rarely
    virtual void CleanUp() override;


    // the worker functions - usually not used directly by the user code
    // -----------------------------------------------------------------

        // safer alternatives to Yield(), using wxWindowDisabler
    virtual bool SafeYield(wxWindow *win, bool onlyIfNeeded);
    virtual bool SafeYieldFor(wxWindow *win, long eventsToProcess);

        // this virtual function is called in the GUI mode when the application
        // becomes idle and normally just sends wxIdleEvent to all interested
        // parties
        //
        // it should return true if more idle events are needed, false if not
    virtual bool ProcessIdle() override;

        // override base class version: GUI apps always use an event loop
    virtual bool UsesEventLoop() const override { return true; }


    // top level window functions
    // --------------------------

        // return true if our app has focus
    virtual bool IsActive() const { return m_isActive; }

        // set the "main" top level window
    void SetTopWindow(wxWindow *win) { m_topWindow = win; }

        // return the "main" top level window (if it hadn't been set previously
        // with SetTopWindow(), will return just some top level window and, if
        // there are none, will return nullptr)
    virtual wxWindow *GetTopWindow() const;

        // convenient helper which is safe to use even if there is no wxApp at
        // all, it will just return nullptr in this case
    static wxWindow *GetMainTopWindow();

        // control the exit behaviour: by default, the program will exit the
        // main loop (and so, usually, terminate) when the last top-level
        // program window is deleted. Beware that if you disable this behaviour
        // (with SetExitOnFrameDelete(false)), you'll have to call
        // ExitMainLoop() explicitly from somewhere.
    void SetExitOnFrameDelete(bool flag)
        { m_exitOnFrameDelete = flag ? Yes : No; }
    bool GetExitOnFrameDelete() const
        { return m_exitOnFrameDelete == Yes; }


    // display mode, visual, printing mode, ...
    // ------------------------------------------------------------------------

        // Get display mode that is used use. This is only used in framebuffer
        // wxWin ports such as wxDFB.
    virtual wxVideoMode GetDisplayMode() const;
        // Set display mode to use. This is only used in framebuffer wxWin
        // ports such as wxDFB. This method should be called from
        // wxApp::OnInitGui
    virtual bool SetDisplayMode(const wxVideoMode& WXUNUSED(info)) { return true; }

        // set use of best visual flag (see below)
    void SetUseBestVisual( bool flag, bool forceTrueColour = false )
        { m_useBestVisual = flag; m_forceTrueColour = forceTrueColour; }
    bool GetUseBestVisual() const { return m_useBestVisual; }

        // set/get printing mode: see wxPRINT_XXX constants.
        //
        // default behaviour is the normal one for Unix: always use PostScript
        // printing.
    virtual void SetPrintMode(int WXUNUSED(mode)) { }
    int GetPrintMode() const { return wxPRINT_POSTSCRIPT; }

    // Return the layout direction for the current locale or wxLayout_Default
    // if it's unknown
    virtual wxLayoutDirection GetLayoutDirection() const;

    // Change the theme used by the application, return true on success.
    virtual bool SetNativeTheme(const wxString& WXUNUSED(theme)) { return false; }

    // Request using system appearance (which is automatic for most platforms
    // but not MSW) or explicitly request dark or light appearance for this
    // application.
    enum class Appearance
    {
        System,
        Light,
        Dark
    };

    enum class AppearanceResult
    {
        Failure,
        Ok,
        CannotChange
    };

    virtual AppearanceResult SetAppearance(Appearance WXUNUSED(appearance))
        { return AppearanceResult::Failure; }


    // command line parsing (GUI-specific)
    // ------------------------------------------------------------------------

#if wxUSE_CMDLINE_PARSER
    virtual bool OnCmdLineParsed(wxCmdLineParser& parser) override;
    virtual void OnInitCmdLine(wxCmdLineParser& parser) override;
#endif

    // miscellaneous other stuff
    // ------------------------------------------------------------------------

    // called by toolkit-specific code to set the app status: active (we have
    // focus) or not and also the last window which had focus before we were
    // deactivated
    virtual void SetActive(bool isActive, wxWindow *lastFocus);

    virtual bool IsGUI() const override { return true; }

    // returns non-null pointer only if we have a GUI application object: this
    // is only useful in the rare cases when the same code can be used in both
    // console and GUI applications, but needs to use GUI-specific functions if
    // the GUI is available
    static wxAppBase *GetGUIInstance()
    {
        return ms_appInstance && ms_appInstance->IsGUI()
                ? static_cast<wxAppBase*>(ms_appInstance)
                : nullptr;
    }

protected:
    // override base class method to use GUI traits
    virtual wxAppTraits *CreateTraits() override;

    // Helper method deleting all existing top level windows: this is used
    // during the application shutdown.
    void DeleteAllTLWs();


    // the main top level window (may be null)
    wxWindow *m_topWindow;

    // if Yes, exit the main loop when the last top level window is deleted, if
    // No don't do it and if Later -- only do it once we reach our OnRun()
    //
    // the explanation for using this strange scheme is given in appcmn.cpp
    enum
    {
        Later = -1,
        No,
        Yes
    } m_exitOnFrameDelete;

    // true if the app wants to use the best visual on systems where
    // more than one are available (Sun, SGI, XFree86 4.0 ?)
    bool m_useBestVisual;
    // force TrueColour just in case "best" isn't TrueColour
    bool m_forceTrueColour;

    // does any of our windows have focus?
    bool m_isActive;

    wxDECLARE_NO_COPY_CLASS(wxAppBase);
};

// ----------------------------------------------------------------------------
// now include the declaration of the real class
// ----------------------------------------------------------------------------

#if defined(__WXMSW__)
    #include "wx/msw/app.h"
#elif defined(__WXDFB__)
    #include "wx/dfb/app.h"
#elif defined(__WXGTK__)
    #include "wx/gtk/app.h"
#elif defined(__WXX11__)
    #include "wx/x11/app.h"
#elif defined(__WXMAC__)
    #include "wx/osx/app.h"
#elif defined(__WXQT__)
    #include "wx/qt/app.h"
#endif

#else // !GUI

// wxApp is defined in core and we cannot define another one in wxBase,
// so use the preprocessor to allow using wxApp in console programs too
#define wxApp wxAppConsole

#endif // GUI/!GUI

// ----------------------------------------------------------------------------
// the global data
// ----------------------------------------------------------------------------

// for compatibility, we define this macro to access the global application
// object of type wxApp
//
// note that instead of using of wxTheApp in application code you should
// consider using wxDECLARE_APP() after which you may call wxGetApp() which will
// return the object of the correct type (i.e. MyApp and not wxApp)
//
// the cast is safe as in GUI build we only use wxApp, not wxAppConsole, and in
// console mode it does nothing at all (but see also wxApp::GetGUIInstance())
#define wxTheApp static_cast<wxApp*>(wxApp::GetInstance())

// ----------------------------------------------------------------------------
// global functions
// ----------------------------------------------------------------------------

// event loop related functions only work in GUI programs
// ------------------------------------------------------

// Force an exit from main loop
WXDLLIMPEXP_BASE void wxExit();

// avoid redeclaring this function here if it had been already declared by
// wx/utils.h, this results in warnings from g++ with -Wredundant-decls
#ifndef wx_YIELD_DECLARED
#define wx_YIELD_DECLARED

// Yield to other apps/messages
WXDLLIMPEXP_CORE bool wxYield();

#endif // wx_YIELD_DECLARED

// Yield to other apps/messages
WXDLLIMPEXP_BASE void wxWakeUpIdle();

// ----------------------------------------------------------------------------
// macros for dynamic creation of the application object
// ----------------------------------------------------------------------------

// Having a global instance of this class allows wxApp to be aware of the app
// creator function. wxApp can then call this function to create a new app
// object. Convoluted, but necessary.

class WXDLLIMPEXP_BASE wxAppInitializer
{
public:
    wxAppInitializer(wxAppInitializerFunction fn)
        { wxApp::SetInitializerFunction(fn); }
};

// the code below defines a wxIMPLEMENT_WXWIN_MAIN macro which you can use if
// your compiler really, really wants main() to be in your main program (e.g.
// hello.cpp). Now wxIMPLEMENT_APP should add this code if required.

// For compilers that support it, prefer to use wmain() and let the CRT parse
// the command line for us, for the others parse it ourselves under Windows to
// ensure that wxWidgets console applications accept arbitrary Unicode strings
// as command line parameters and not just those representable in the current
// locale (under Unix UTF-8, capable of representing any Unicode string, is
// almost always used and there is no way to retrieve the Unicode command line
// anyhow).
#if defined(__WINDOWS__)
    #ifdef __VISUALC__
        #define wxIMPLEMENT_WXWIN_MAIN_CONSOLE                                \
            int wmain(int argc, wchar_t **argv)                               \
            {                                                                 \
                wxDISABLE_DEBUG_SUPPORT();                                    \
                                                                              \
                return wxEntry(argc, argv);                                   \
            }
    #else // No wmain(), use main() but don't trust its arguments.
        #define wxIMPLEMENT_WXWIN_MAIN_CONSOLE                                \
            int main(int, char **)                                            \
            {                                                                 \
                wxDISABLE_DEBUG_SUPPORT();                                    \
                                                                              \
                return wxEntry();                                             \
            }
    #endif
#else // Use standard main()
    #define wxIMPLEMENT_WXWIN_MAIN_CONSOLE                                    \
        int main(int argc, char **argv)                                       \
        {                                                                     \
            wxDISABLE_DEBUG_SUPPORT();                                        \
                                                                              \
            return wxEntry(argc, argv);                                       \
        }
#endif

// port-specific header could have defined it already in some special way
#ifndef wxIMPLEMENT_WXWIN_MAIN
    #define wxIMPLEMENT_WXWIN_MAIN          wxIMPLEMENT_WXWIN_MAIN_CONSOLE
#endif // defined(wxIMPLEMENT_WXWIN_MAIN)

#if defined(__WXUNIVERSAL__) && wxUSE_GUI
    #include "wx/univ/theme.h"

    #ifdef wxUNIV_DEFAULT_THEME
        #define wxIMPLEMENT_WX_THEME_SUPPORT \
            WX_USE_THEME(wxUNIV_DEFAULT_THEME);
    #else
        #define wxIMPLEMENT_WX_THEME_SUPPORT
    #endif
#else
    #define wxIMPLEMENT_WX_THEME_SUPPORT
#endif

// Use this macro if you want to define your own main() or WinMain() function
// and call wxEntry() from there.
#define wxIMPLEMENT_APP_NO_MAIN(appname)                                    \
    appname& wxGetApp() { return *static_cast<appname*>(wxApp::GetInstance()); }    \
    wxAppConsole *wxCreateApp()                                             \
    {                                                                       \
        wxAppConsole::CheckBuildOptions(WX_BUILD_OPTIONS_SIGNATURE,         \
                                        "your program");                    \
        return new appname;                                                 \
    }                                                                       \
    wxAppInitializer                                                        \
        wxTheAppInitializer((wxAppInitializerFunction) wxCreateApp)

// Same as wxIMPLEMENT_APP() normally but doesn't include themes support in
// wxUniversal builds
#define wxIMPLEMENT_APP_NO_THEMES(appname)  \
    wxIMPLEMENT_WXWIN_MAIN                  \
    wxIMPLEMENT_APP_NO_MAIN(appname)

// Use this macro exactly once, the argument is the name of the wxApp-derived
// class which is the class of your application.
#define wxIMPLEMENT_APP(appname)            \
    wxIMPLEMENT_WX_THEME_SUPPORT            \
    wxIMPLEMENT_APP_NO_THEMES(appname)

// Same as wxIMPLEMENT_APP(), but for console applications.
#define wxIMPLEMENT_APP_CONSOLE(appname)    \
    wxIMPLEMENT_WXWIN_MAIN_CONSOLE          \
    wxIMPLEMENT_APP_NO_MAIN(appname)

// this macro can be used multiple times and just allows you to use wxGetApp()
// function
#define wxDECLARE_APP(appname)              \
    extern appname& wxGetApp()


// declare the stuff defined by wxIMPLEMENT_APP() macro, it's not really needed
// anywhere else but at the very least it suppresses icc warnings about
// defining extern symbols without prior declaration, and it shouldn't do any
// harm
extern wxAppConsole *wxCreateApp();
extern wxAppInitializer wxTheAppInitializer;

// ----------------------------------------------------------------------------
// Compatibility macro aliases
// ----------------------------------------------------------------------------

// deprecated variants _not_ requiring a semicolon after them
// (note that also some wx-prefixed macro do _not_ require a semicolon because
// it's not always possible to force the compiler to require it)

#define IMPLEMENT_WXWIN_MAIN_CONSOLE            wxIMPLEMENT_WXWIN_MAIN_CONSOLE
#define IMPLEMENT_WXWIN_MAIN                    wxIMPLEMENT_WXWIN_MAIN
#define IMPLEMENT_WX_THEME_SUPPORT              wxIMPLEMENT_WX_THEME_SUPPORT
#define IMPLEMENT_APP_NO_MAIN(app)              wxIMPLEMENT_APP_NO_MAIN(app);
#define IMPLEMENT_APP_NO_THEMES(app)            wxIMPLEMENT_APP_NO_THEMES(app);
#define IMPLEMENT_APP(app)                      wxIMPLEMENT_APP(app);
#define IMPLEMENT_APP_CONSOLE(app)              wxIMPLEMENT_APP_CONSOLE(app);
#define DECLARE_APP(app)                        wxDECLARE_APP(app);

#endif // _WX_APP_H_BASE_
