wxWidgets中的minimal_cocoa-运行时应该是什么样-请在此处发布屏幕截图]] << [

问题描述 投票:0回答:1
Hello wxWidgets / C ++开发人员:我对XCode和wxWidgets都是陌生的,我想知道minimal_cocoa应该是什么样子?我正在使用截至昨天的最新wxWidgets。我做了一个git clone / recurse子模块。

由于我是新手,所以我在这里浏览一些文档:https://wiki.wxwidgets.org/Creating_Xcode_projects_for_wxWidgets_applications

我的问题是,minimum_cocoa运行应该是什么样?我的minimal_cocoa无法运行。在xcode中按'run'会立即返回任何内容。

我的环境是

    OSX 10.15.4
  • XCODE 11.4.1
  • 以下是所述的目标内容:

Contents 1 Create the library 2 Compile the basic sample.app 3 In Build Settings 4 Finally
我已经成功执行1)和2),但是当我按2的运行时,什么也没有发生。我已经设置了XCODE断点,但从未达到过。这应该运行正确吗?

你们中的wxWidgets同事之一,请把他们的编译和运行minimum_cocoa结果的屏幕截图显示出来吗?

这里是wxWidgets提供的minimal.cpp

///////////////////////////////////////////////////////////////////////////// // Name: minimal.cpp // Purpose: Minimal wxWidgets sample // Author: Julian Smart // Modified by: // Created: 04/01/98 // Copyright: (c) Julian Smart // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// // ============================================================================ // declarations // ============================================================================ // ---------------------------------------------------------------------------- // headers // ---------------------------------------------------------------------------- // For compilers that support precompilation, includes "wx/wx.h". #include "wx/wxprec.h" #ifdef __BORLANDC__ #pragma hdrstop #endif // for all others, include the necessary headers (this file is usually all you // need because it includes almost all "standard" wxWidgets headers) #ifndef WX_PRECOMP #include "wx/wx.h" #endif // ---------------------------------------------------------------------------- // resources // ---------------------------------------------------------------------------- // the application icon (under Windows it is in resources and even // though we could still include the XPM here it would be unused) #ifndef wxHAS_IMAGES_IN_RESOURCES #include "../sample.xpm" #endif // ---------------------------------------------------------------------------- // private classes // ---------------------------------------------------------------------------- // Define a new application type, each program should derive a class from wxApp class MyApp : public wxApp { public: // override base class virtuals // ---------------------------- // this one is called on application startup and is a good place for the app // initialization (doing it here and not in the ctor allows to have an error // return: if OnInit() returns false, the application terminates) virtual bool OnInit() wxOVERRIDE; }; // Define a new frame type: this is going to be our main frame class MyFrame : public wxFrame { public: // ctor(s) MyFrame(const wxString& title); // event handlers (these functions should _not_ be virtual) void OnQuit(wxCommandEvent& event); void OnAbout(wxCommandEvent& event); private: // any class wishing to process wxWidgets events must use this macro wxDECLARE_EVENT_TABLE(); }; // ---------------------------------------------------------------------------- // constants // ---------------------------------------------------------------------------- // IDs for the controls and the menu commands enum { // menu items Minimal_Quit = wxID_EXIT, // it is important for the id corresponding to the "About" command to have // this standard value as otherwise it won't be handled properly under Mac // (where it is special and put into the "Apple" menu) Minimal_About = wxID_ABOUT }; // ---------------------------------------------------------------------------- // event tables and other macros for wxWidgets // ---------------------------------------------------------------------------- // the event tables connect the wxWidgets events with the functions (event // handlers) which process them. It can be also done at run-time, but for the // simple menu events like this the static method is much simpler. wxBEGIN_EVENT_TABLE(MyFrame, wxFrame) EVT_MENU(Minimal_Quit, MyFrame::OnQuit) EVT_MENU(Minimal_About, MyFrame::OnAbout) wxEND_EVENT_TABLE() // Create a new application object: this macro will allow wxWidgets to create // the application object during program execution (it's better than using a // static object for many reasons) and also implements the accessor function // wxGetApp() which will return the reference of the right type (i.e. MyApp and // not wxApp) wxIMPLEMENT_APP(MyApp); // ============================================================================ // implementation // ============================================================================ // ---------------------------------------------------------------------------- // the application class // ---------------------------------------------------------------------------- // 'Main program' equivalent: the program execution "starts" here bool MyApp::OnInit() { // call the base class initialization method, currently it only parses a // few common command-line options but it could be do more in the future if ( !wxApp::OnInit() ) return false; // create the main application window MyFrame *frame = new MyFrame("Minimal wxWidgets App"); // and show it (the frames, unlike simple controls, are not shown when // created initially) frame->Show(true); // success: wxApp::OnRun() will be called which will enter the main message // loop and the application will run. If we returned false here, the // application would exit immediately. return true; } // ---------------------------------------------------------------------------- // main frame // ---------------------------------------------------------------------------- // frame constructor MyFrame::MyFrame(const wxString& title) : wxFrame(NULL, wxID_ANY, title) { // set the frame icon SetIcon(wxICON(sample)); #if wxUSE_MENUS // create a menu bar wxMenu *fileMenu = new wxMenu; // the "About" item should be in the help menu wxMenu *helpMenu = new wxMenu; helpMenu->Append(Minimal_About, "&About\tF1", "Show about dialog"); fileMenu->Append(Minimal_Quit, "E&xit\tAlt-X", "Quit this program"); // now append the freshly created menu to the menu bar... wxMenuBar *menuBar = new wxMenuBar(); menuBar->Append(fileMenu, "&File"); menuBar->Append(helpMenu, "&Help"); // ... and attach this menu bar to the frame SetMenuBar(menuBar); #else // !wxUSE_MENUS // If menus are not available add a button to access the about box wxSizer* sizer = new wxBoxSizer(wxHORIZONTAL); wxButton* aboutBtn = new wxButton(this, wxID_ANY, "About..."); aboutBtn->Bind(wxEVT_BUTTON, &MyFrame::OnAbout, this); sizer->Add(aboutBtn, wxSizerFlags().Center()); SetSizer(sizer); #endif // wxUSE_MENUS/!wxUSE_MENUS #if wxUSE_STATUSBAR // create a status bar just for fun (by default with 1 pane only) CreateStatusBar(2); SetStatusText("Welcome to wxWidgets!"); #endif // wxUSE_STATUSBAR } // event handlers void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event)) { // true is to force the frame to close Close(true); } void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event)) { wxMessageBox(wxString::Format ( "Welcome to %s!\n" "\n" "This is the minimal wxWidgets sample\n" "running under %s.", wxVERSION_STRING, wxGetOsDescription() ), "About wxWidgets minimal sample", wxOK | wxICON_INFORMATION, this); }

您好wxWidgets / C ++开发人员:我对XCode和wxWidgets都是陌生的,我想知道minimal_cocoa应该是什么样?我正在使用截至昨天的最新wxWidgets。我做了一个git clone / ...
c++ macos user-interface wxwidgets
1个回答
-1
投票
尚不清楚示例应用程序的实际功能,因此很难说出它应显示的内容。尝试从wxWidgets源代码树构建samples/minimal/minimal_cocoa.xcodeproj,该树在运行时应显示一个空窗口(不称其为“最小”)。
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