Difference between revisions of "WxSmith tutorial: Hello world"

From Code::Blocks
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After downloading and installing Code::Blocks, double-click its icon on the desktop to start it. Here is the Code::Blocks opening window:
 
After downloading and installing Code::Blocks, double-click its icon on the desktop to start it. Here is the Code::Blocks opening window:
 +
  
 
[[Image:CBOpening.png]]
 
[[Image:CBOpening.png]]
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On the main menu, Click File | New | Project ... and then find and click the wxWidgets Project icon, pointed to by the cursor in the screenshot below.  
 
On the main menu, Click File | New | Project ... and then find and click the wxWidgets Project icon, pointed to by the cursor in the screenshot below.  
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[[Image:wxs_tut01_002.png]]
 
[[Image:wxs_tut01_002.png]]
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The next screen is a "Welcome" screen. Unless you just enjoy being welcomed by the program, you will check the box which eliminates it on future startups.  
 
The next screen is a "Welcome" screen. Unless you just enjoy being welcomed by the program, you will check the box which eliminates it on future startups.  
  
 
The next screen looks like this:
 
The next screen looks like this:
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[[Image:wxs_tut01_003.png]]
 
[[Image:wxs_tut01_003.png]]
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Select wxWidgets 2.8x and click the "Next >" button at the bottom of the screen.  
 
Select wxWidgets 2.8x and click the "Next >" button at the bottom of the screen.  
  
 
That brings you to the window where you specify the Project title and folder where you want to save the project.  Other fields are then filled automatically.  I chose “Plain” as the Project title and the other fields then adjusted to look like this:
 
That brings you to the window where you specify the Project title and folder where you want to save the project.  Other fields are then filled automatically.  I chose “Plain” as the Project title and the other fields then adjusted to look like this:
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[[Image:1c.png]]
 
[[Image:1c.png]]
  
  
edit end
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Then click the “Next >” button at the bottom.
The next wizard page, looks like this:
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The next screen, shown below, allows you to mark your work with your identity. Fill in what you wish.
 
 
[[Image:
 
 
 
you choose what GUI designer will be used and what type of application should be generated:
 
 
 
 
 
[[Image:wxs_tut01_004.png]]
 
 
 
 
 
If you want your application to work with wxSmith check the wxSmith designer option. You also have available the check box for the wxFormBuilder, although this program is not covered in the tutorials presented here. The other option let's you choose whether your application will be created using wxFrame or wxDialog. Both options will lead to a valid wxWidgets application but wxFrame is the preferred choice since it's a more common usage of wxWidgets and the wxDialog-based applications are not as flexible as wxFrame-based applications.
 
 
 
On another page you may choose the location of your wxWidgets library:
 
  
  
[[Image:wxs_tut01_005.png]]
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[[Image:1d.png]]
  
  
You can choose real directory here, but that may lead to problems when your project should also compile on other computers. Another choice is to use '''Global Variable system''' ( to open the dialog below or modify or change this global variable, you should click on the menu '''Settings->Global variables''') available in Code::Blocks.  
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That brings up the window for choosing the GUI builder you wante to use, wxSmith or FormBuilder. We choose, of course, wxSmith.
  
When you use it, the location of wxWidgets library is read from such variable. This mean that wxWidgets directory is not hard-coded inside your project, but is stored inside global configuration of Code::Blocks. When your project will be opened on other computer, it will use it's configuration.
 
The easiest option to use global variable is to leave ''$(#wx)'' what means to use global variable named ''wx''. This name is reserved for wxWidgets and should be chosen in most cases.
 
  
When you use global variable for the first time, it will ask for wxWidgets directory. The only thing you need to do here is to enter valid location in ''base'' field. This is required only for the first time since Code::Blocks will automatically use this setting for other projects you create.
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[[Image:1e.png]]
  
  
[[Image:wxs_tut01_006.png]]
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Click the "Next" button at the bottom.  
  
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The next screen specifies what C++ compiler we want to use and whether we want a debug build (with extra code for debugging) or a smaller release build for use by others.  We will go for the GNU CPP compiler and  both build options, to be put in separate subfolders.
  
On the next step, wizard will ask you for configuration of wxWidgets library. Since wxWidgets may be compiled differently, each compilation type should also be threated differently inside your project. This step may be little bit confusing for new users since it require some knowledge about build process of wxWidgets. But if you used wiki pages that I've put at the beginning of this tutorial to compile wxWidgets, set your configuration to this one:
 
  
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[[Image:1f.png]]
  
[[Image:wxs_tut01_007.png]]
 
  
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The final screen of this sort asks whether we want to use the standard, default, configuration or to use Advanced options.  We will take the default.  But, at the bottom, we choose to “Create and use precompiled headers, which speed up compilations after the first.
  
Here is a brief explanation of these options
 
* '''use wxWidgets DLL''' : If checked, when you create an executable file, it link to wxWidgets dynamic link library, So, your exe file should run with some wxWidgets DLL files. If unchecked, your executable file's size will be larger, but it can run without wxWidgets DLL's support.
 
* '''wxWidgets is built as monolithic library''' : If checked, your target build file will link to the monolithic library of wxWidgets. see [[WxWindowsQuickRef#wxWidgets_Build_Options_Explained]] for more details.
 
* '''Enable unicode''' : If your program will support some international language other than English, such Chinese, Japanese, you can check on this option.
 
* '''Create and use precompiled header(PCH)''' : It will speed up building your program. see [http://en.wikipedia.org/wiki/Precompiled_header PCH] for more details.'''Note''' that I've also checked the option to use precompiled headers (PCH) since it can really speed-up the compilation of wxWidgets applications on some compilers (especially GCC).
 
  
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[[Image:1g.png]]
  
When you follow another wizard pages, you may occasionally see message box saying that debug configuration can not be found. This is because the wxWidgets library was build using release mode (the ''BUILD=release'' option used for make). If you want real debug library, you can recompile your wxWidgets by using ''BUILD=debug''. Project may also be tuned to work with release version on both debug and release build targets (the way to do this is presented at the end of this tutorial).
 
  
After project is created and initialized properly, Code::Blocks will look like this:
+
On the form where we chose the directory for saving the project, we chose a real directory, but that choice may lead to problems when you want to compile your project on other computers. Another choice is to use the '''Global Variable system'''. To open the dialog below or modify or change this global variable, you should click on the Code::Blocks main menu item '''Settings->Global variables'''.
  
 +
When you use it, the location of the wxWidgets library is read from the variable you supply. This means that the location of the wxWidgets directory is not hard-coded inside your project, but is stored inside the global configuration of Code::Blocks. When your project is opened on a different computer, it will use that comoputer's configuration. The easiest option to use this global variable is to leave ''$(#wx)'' which means to use the global variable named ''wx''. This name is reserved for wxWidgets and should be chosen in most cases.
  
[[Image:wxs_tut01_008.png]]
+
When you use the global variable for the first time, it will ask for the wxWidgets directory. The only thing you need to do here is to enter a valid location in ''base'' field. This is required only for the first time since Code::Blocks will automatically use this setting for other projects you create.
  
  
Now when you select ''Release'' build target and press Compile, it should create wxWidgets application. But before you run it, you will probably need to copy wxWidgets dlls (from ''lib\gcc_dll'' inside directory where your copy of wxWidgets resides) to project's directory. When your application is ready and runs without problems, we can jump to the next point.
 
  
 
== Let's add some fireworks ==
 
== Let's add some fireworks ==

Revision as of 00:35, 2 March 2012

"Hello world" Tutorial

THIS TUTORIAL IS UNDER RECONSTRUCTION BEGINNING 2012 MARCH 1. CHECK BACK IN A FEW DAYS FOR AN UPDATED AND EXTENDED VERSION. MEANWHILE, UNTIL THIS MESSAGE DISAPPEARS, YOU WILL FIND SOME BREAKS AND INCONSISTENCIES.

In this first tutorial, we will use wxSmith to put the words "Hello, World!" on the screen. Ever since the appearance of The C Programming Language in 1978, writing such a program has been the traditional first step in learning nearly every computer language.

Before we start, you must either compile wxWidgets or download precompiled binaries and header files. These steps are described on the wiki pages mentioned here:

We will assume that you have wxWidgets ready and working with Code::Blocks. You should probably create a directory with a name something like CBProjects for saving your work on these tutorials. Each tutorial will be a separate "project" and will occupy a file in this directory.

After downloading and installing Code::Blocks, double-click its icon on the desktop to start it. Here is the Code::Blocks opening window:


CBOpening.png


On the main menu, Click File | New | Project ... and then find and click the wxWidgets Project icon, pointed to by the cursor in the screenshot below.


Wxs tut01 002.png


The next screen is a "Welcome" screen. Unless you just enjoy being welcomed by the program, you will check the box which eliminates it on future startups.

The next screen looks like this:


Wxs tut01 003.png


Select wxWidgets 2.8x and click the "Next >" button at the bottom of the screen.

That brings you to the window where you specify the Project title and folder where you want to save the project. Other fields are then filled automatically. I chose “Plain” as the Project title and the other fields then adjusted to look like this:


1c.png


Then click the “Next >” button at the bottom. The next screen, shown below, allows you to mark your work with your identity. Fill in what you wish.


1d.png


That brings up the window for choosing the GUI builder you wante to use, wxSmith or FormBuilder. We choose, of course, wxSmith.


1e.png


Click the "Next" button at the bottom.

The next screen specifies what C++ compiler we want to use and whether we want a debug build (with extra code for debugging) or a smaller release build for use by others. We will go for the GNU CPP compiler and both build options, to be put in separate subfolders.


1f.png


The final screen of this sort asks whether we want to use the standard, default, configuration or to use Advanced options. We will take the default. But, at the bottom, we choose to “Create and use precompiled headers, which speed up compilations after the first.


1g.png


On the form where we chose the directory for saving the project, we chose a real directory, but that choice may lead to problems when you want to compile your project on other computers. Another choice is to use the Global Variable system. To open the dialog below or modify or change this global variable, you should click on the Code::Blocks main menu item Settings->Global variables.

When you use it, the location of the wxWidgets library is read from the variable you supply. This means that the location of the wxWidgets directory is not hard-coded inside your project, but is stored inside the global configuration of Code::Blocks. When your project is opened on a different computer, it will use that comoputer's configuration. The easiest option to use this global variable is to leave $(#wx) which means to use the global variable named wx. This name is reserved for wxWidgets and should be chosen in most cases.

When you use the global variable for the first time, it will ask for the wxWidgets directory. The only thing you need to do here is to enter a valid location in base field. This is required only for the first time since Code::Blocks will automatically use this setting for other projects you create.


Let's add some fireworks

Now it's time to fill the empty frame with some "Hello World" message. This text could be added directly into the frame, just like in most commercial GUI designers. But we will learn to use sizers. But what's that?

If you have been working with java you will remember something called Layout managers. Implementation in wxWidgets differs a little bit but it does almost the same thing.

Ok, but let's put some explanation here: Usually when adding items into windows you must specify the item's position and size. wxWidgets tries to automate this process and it uses sizers for that. They are automatically positioning and sizing window items and they can also set the size of the window to fit all items inside. Sizers have one big advantage. When you write cross-platform applications, you cannot assume that fonts, buttons, etc. are sized the same on different operating systems. This can even occur on the same platform when using window themes. When you use sizers, you don't have to worry about that. All sizing is done automatically. And one more thing - sizers can even reposition and resize window items when the main window changes size.

Now since we have some background knowledge, it's time to add something.

When you look at the wxSmith editor, you'll notice that the area of window is surrounded by eight black boxes.

Wxs tut01 009.png

These black boxes are surrounding a currently selected item. In our case it's a whole window. Adding new items is simply done by clicking on one of the buttons in the palette at the bottom of the editor and then clicking some position on the resource.

Wxs tut01 010.png

As you can see here, when you keep your mouse cursor over a component, it will show its name. That may help to find items when you're not familiar with their icons.

Let's add a new wxPanel component to our window - this is the fourth icon from the left. You may see that when you click the wxPanel item and then move the cursor over the resource, some part of the editor will change colour. That's intentional and used to show onto which part of the resource the new item will be added.

After wxPanel is ready you will notice that the background colour of the window changed to light gray. Now our window will look much more like other windows. Note that currently the selection changed to the added panel but since its size is equal to the frame's, it's hard to find out what's really selected. To make sure that wxPanel is selected, click somewhere on the light gray area of our window (Note to Linux users: wxFrame and wxPanel usually have the same background so it may look like nothing has changed; you may ensure that there's a wxPanel by looking into the resource browser).

If you want to see the selection exactly or select items that overlap, you can use the resource browser. To show it, click on the resources tab located in the same place where the project browser is:

Wxs tut01 011.png

The resource tab consists of two parts. The first is the resource tree which shows the structure of your resources and the second one is the property browser which is common in GUI designers. Inside the resource tree you can find the currently selected item. In our case it is the wxPanel class we added before. The selected item also shows the name of this item: Panel1. This name is basically the variable which can be used to access this component in your code.


We added a new item by selecting the place for the new item. This is wxSmith's default behavior. However, there is another mode of adding items. In this mode, the new item is added right after you click on the palette's button. The position of the new item is relative to the current selection - just like a cursor in text editors. Basically we can add new items into three different positions relative to the selection:

  • Before the selected widget
  • After the selected widget
  • Into the selected widget.

This can be changed by clicking one of four "placement" buttons on the right side of the editor:

Wxs tut01 012.png

The uppermost is the mode we used - "point by mouse". The next one means "add into", followed by "add before", and the last one means "add after". The current mode is show by a red check mark on the button. Sometimes a few selection modes are disabled. This means that they are not valid for the currently selected item. For example you cannot add any item into the wxButton component since wxWidgets declares it as one that cannot have child items. And when the main component (the window) is selected, you won't be able to add anything after it or before it.

Now let's assume that we've made a mistake and want to delete an item that we have just added. In fact we have a small mistake and will have to delete wxPanel. To this, click on the red X button:

Wxs tut01 014.png

When you click this button, it deletes the current selection, so if the panel didn't disappear, make sure it's selected and click the button again. Now we should have returned to the state at the beginning.

The mistake made here is that we've added wxPanel directly into the main frame. But as I've said before, we will be using sizers to manage the window's content. To use sizers, first we have to add a sizer into the main frame and then add wxPanel into it.

Sizers are available in the Layout tab on the palette. Switch to it and select wxBoxSizer:

Wxs tut01 013.png

This sizer tries to position items in one line, either horizontal or vertical. Horizontal is by default and we will use this.

After adding sizer, two things have changed. First is that our window now has a red border. This means that there's a sizer attached to it. When you look into the resource browser you will also see that the sizer has been added (you may need to click on the editor area to refresh the selection on the resource browser). The second thing is that the size of the window has shrunk to a small box. That's correct since the sizer is also responsible for resizing items.

Now let's add wxPanel. Make sure that we will add it into the sizer, not the main frame. After we do this, you will see something like this:

Wxs tut01 015.png

Here we can see our panel surrounded by drag boxes. There's also some dark gray border around it (it won't be visible on Linux). Each item added into the sizer can be surrounded by such a border. It's useful when you want to have spacing between items. But in our case we should get rid of it to get a more proper window. To do so, we will have to change a property inside the property browser. Search for border size and change it to 0:

Wxs tut01 016.png

Now when we have our panel adjusted, we can finally add the "Hello world" text. Since we will also use sizers to manage items added into wxPanel, we have to repeat the addition of wxBoxSizer into wxPanel. After the sizer is in its place, switch back into the Standard tab on the palette and add wxStaticText:

Wxs tut01 017.png


Because this text looks so lonely, let's add a button next to it by clicking on wxButton. Note that if you still have the "point by mouse" insertion mode turned on, half of the wxStaticText item will be coloured in light blue when you put the mouse over it. This is a hint for you: when the left half of the text is highlighted, the new item will be added before it, and when the right half is highlighted, it will be added after the text. So let's add the button after the text. Now we should have this content:

Wxs tut01 018.png


Now let's finally set our "Hello world" text. The wxStaticText control which we added before has the text "Label" on it. It is the default text set to all newly created wxStaticText classes. We will change it using the property browser similarly to changing the border size in the wxPanel class. To do it select our text first, find the Label property and change it to "Hello world":

Wxs tut01 019.png

You can also set multi line text by clicking on the "..." button or putting "\n" inside text (just like in c strings).

Let's react - making close button

Now let's do something with the button. Since buttons usually react when somebody clicks them, let's make it close the window. First thing we should do is to change text shown on button to notify user about function assigned to it. It is done just like in case of text - select button, find "Label" property and set it to "Close" (or anything you want ;) ).

Second thing is to assign event handler to this button. Basically event handlers are function which are called when some "event" occurs. In our case instead of "event" we could say "click on button" because that we want to process. As many GUI designer, wxSmith can automatically generate such handlers. They are accessed through property browser just like other properties. To switch to events you have to click second icon at the top of property browser (don't worry, those icons are going to change to something more self-explanatory):

Wxs tut01 020.png


After you click on this icon, you will see all events supported by currently selected item. wxButton class support only EVT_BUTTON event so only this one is shown. When you click on this event and expand combo box you will see available options and handlers for this event:

Wxs tut01 021.png

When you select -- None -- there won't be handler function automatically assigned to this event (it may always be set manually), selecting -- Add new handler -- will generate new handler function. Below are shown other event handlers known to wxSmith which can be assigned to this event. We can see here OnQuit and OnAbout. Those handlers were created by wizard. So let's create new handler. We could use one of those defined, but since we haven't looked into source code yet, we don't know what they do. After you select new handler option, you will be asked for name of handler. This is simply name of function which will be called as a reaction for event.

When you enter new handler name, wxSmith will generate new handler function, open file with proper source code and put cursor inside handler function (note that you may need to press up or down cursor to show the line with cursor). Note that this function is member of class called for example HelloWorldFrame. wxSmith creates one such class for each resource. Since event handler function is member of this class, you have access to all the window from it. So when we want to close our window we just call Close function:

Wxs tut01 022.png


After compiling our project it will show our "Hello world" and "Close" button.


This is end of this tutorial, I hope that it showed some basics of wxSmith. If you have any problems with it or think that some parts are unclear, please contact me (byo) on forum.