-}
-
-bool wxApp::Initialized()
-{
-#ifndef _WINDLL
- if (GetTopWindow())
- return TRUE;
- else
- return FALSE;
-#endif
-#ifdef _WINDLL // Assume initialized if DLL (no way of telling)
- return TRUE;
-#endif
-}
-
-/*
- * Get and process a message, returning FALSE if WM_QUIT
- * received (and also set the flag telling the app to exit the main loop)
- *
- */
-bool wxApp::DoMessage()
-{
- BOOL rc = FALSE; // TODO: ::GetMessage(&s_currentMsg, (HWND) NULL, 0, 0);
- if ( rc == 0 )
- {
- // got WM_QUIT
- m_keepGoing = FALSE;
-
- return FALSE;
- }
- else if ( rc == -1 )
- {
- // should never happen, but let's test for it nevertheless
- wxLogLastError("GetMessage");
- }
- else
- {
-#if wxUSE_THREADS
- wxASSERT_MSG( wxThread::IsMain(),
- wxT("only the main thread can process Windows messages") );
-
- static bool s_hadGuiLock = TRUE;
-// TODO:
-/*
- static wxMsgArray s_aSavedMessages;
-
- // if a secondary thread owns is doing GUI calls, save all messages for
- // later processing - we can't process them right now because it will
- // lead to recursive library calls (and we're not reentrant)
- if ( !wxGuiOwnedByMainThread() )
- {
- s_hadGuiLock = FALSE;
-
- // leave out WM_COMMAND messages: too dangerous, sometimes
- // the message will be processed twice
- if ( !wxIsWaitingForThread() ||
- s_currentMsg.message != WM_COMMAND )
- {
- s_aSavedMessages.Add(s_currentMsg);
- }
-
- return TRUE;
- }
- else
- {
- // have we just regained the GUI lock? if so, post all of the saved
- // messages
- //
- // FIXME of course, it's not _exactly_ the same as processing the
- // messages normally - expect some things to break...
- if ( !s_hadGuiLock )
- {
- s_hadGuiLock = TRUE;
-
- size_t count = s_aSavedMessages.Count();
- for ( size_t n = 0; n < count; n++ )
- {
- MSG& msg = s_aSavedMessages[n];
-
- if ( !ProcessMessage((WXMSG *)&msg) )
- {
- ::TranslateMessage(&msg);
- ::DispatchMessage(&msg);
- }
- }
- s_aSavedMessages.Empty();
- }
- }
-*/
-#endif // wxUSE_THREADS
-
- // Process the message
-// TODO:
-/*
- if ( !ProcessMessage((WXMSG *)&s_currentMsg) )
- {
- ::TranslateMessage(&s_currentMsg);
- ::DispatchMessage(&s_currentMsg);
- }
-*/
- }
-
- return TRUE;
-}
-
-/*
- * Keep trying to process messages until WM_QUIT
- * received.
- *
- * If there are messages to be processed, they will all be
- * processed and OnIdle will not be called.
- * When there are no more messages, OnIdle is called.
- * If OnIdle requests more time,
- * it will be repeatedly called so long as there are no pending messages.
- * A 'feature' of this is that once OnIdle has decided that no more processing
- * is required, then it won't get processing time until further messages
- * are processed (it'll sit in DoMessage).
- */
-
-int wxApp::MainLoop()
-{
- m_keepGoing = TRUE;
-
- while ( m_keepGoing )
- {
-#if wxUSE_THREADS
- wxMutexGuiLeaveOrEnter();
-#endif // wxUSE_THREADS
-// TODO:
-/*
- while ( !::PeekMessage(&s_currentMsg, 0, 0, 0, PM_NOREMOVE) &&
- ProcessIdle() )
- {
- }
-*/
-
- DoMessage();
- }
-
-// TODO: return s_currentMsg.wParam;
- return FALSE;
-}
-
-// Returns TRUE if more time is needed.
-bool wxApp::ProcessIdle()
-{
- wxIdleEvent event;
- event.SetEventObject(this);
- ProcessEvent(event);
-
- return event.MoreRequested();
-}
-
-#if wxUSE_THREADS
-void wxApp::ProcessPendingEvents()
-{
- wxNode *node = wxPendingEvents->First();
- wxCriticalSectionLocker locker(*wxPendingEventsLocker);
-
- while (node)
- {
- wxEvtHandler *handler = (wxEvtHandler *)node->Data();
-
- handler->ProcessPendingEvents();
-
- delete node;
- node = wxPendingEvents->First();
- }
-}