// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
-#ifdef __GNUG__
+#if defined(__GNUG__) && !defined(NO_GCC_PRAGMA)
#pragma implementation "app.h"
#endif
IMPLEMENT_DYNAMIC_CLASS(wxApp, wxEvtHandler)
BEGIN_EVENT_TABLE(wxApp, wxEvtHandler)
- EVT_IDLE(wxApp::OnIdle)
+ EVT_IDLE(wxAppBase::OnIdle)
END_EVENT_TABLE()
#ifdef __WXDEBUG__
delete m_perDisplayData;
- wxTheApp = NULL;
+ wxApp::SetInstance(NULL);
}
bool wxApp::Initialized()
return 0;
}
-// Processes an idle event.
-// Returns TRUE if more time is needed.
-bool wxApp::ProcessIdle()
-{
- wxIdleEvent event;
-
- bool processed = ProcessEvent(event);
-
- wxUpdateUIEvent::ResetUpdateTime();
-
- return processed && event.MoreRequested();
-}
-
void wxApp::ExitMainLoop()
{
if( m_eventLoop->IsRunning() )
XtDispatchEvent((XEvent*) event); /* let Motif do the work */
}
-void wxApp::OnIdle(wxIdleEvent& event)
-{
- static bool inOnIdle = FALSE;
-
- // Avoid recursion (via ProcessEvent default case)
- if (inOnIdle)
- return;
-
- inOnIdle = TRUE;
-
- // If there are pending events, we must process them: pending events
- // are either events to the threads other than main or events posted
- // with wxPostEvent() functions
- // GRG: I have moved this here so that all pending events are processed
- // before starting to delete any objects. This behaves better (in
- // particular, wrt wxPostEvent) and is coherent with wxGTK's current
- // behaviour. Also removed the '#if wxUSE_THREADS' around it.
- // Changed Mar/2000 before 2.1.14
-
- // Flush pending events.
- ProcessPendingEvents();
-
- // 'Garbage' collection of windows deleted with Close().
- DeletePendingObjects();
-
- // flush the logged messages if any
- wxLog *pLog = wxLog::GetActiveTarget();
- if ( pLog != NULL && pLog->HasPendingMessages() )
- pLog->Flush();
-
- // Send OnIdle events to all windows
- bool needMore = SendIdleEvents();
-
- if (needMore)
- event.RequestMore(TRUE);
-
- inOnIdle = FALSE;
-}
-
-// Send idle event to all top-level windows
-bool wxApp::SendIdleEvents()
-{
- bool needMore = FALSE;
-
- wxWindowList::Node* node = wxTopLevelWindows.GetFirst();
- while (node)
- {
- wxWindow* win = node->GetData();
- if (SendIdleEvents(win))
- needMore = TRUE;
- node = node->GetNext();
- }
-
- return needMore;
-}
-
-// Send idle event to window and all subwindows
-bool wxApp::SendIdleEvents(wxWindow* win)
-{
- bool needMore = FALSE;
-
- wxIdleEvent event;
- event.SetEventObject(win);
- win->GetEventHandler()->ProcessEvent(event);
-
- if (event.MoreRequested())
- needMore = TRUE;
-
- wxWindowList::Node* node = win->GetChildren().GetFirst();
- while (node)
- {
- wxWindow* win = node->GetData();
- if (SendIdleEvents(win))
- needMore = TRUE;
-
- node = node->GetNext();
- }
- return needMore ;
-}
-
static char *fallbackResources[] = {
"*menuBar.marginHeight: 0",
"*menuBar.shadowThickness: 1",