///////////////////////////////////////////////////////////////////////////////
-// Name: src/mac/carbon/evtloop.cpp
+// Name: src/osx/carbon/evtloop.cpp
// Purpose: implementation of wxEventLoop for wxMac
// Author: Vadim Zeitlin
// Modified by:
#ifndef WX_PRECOMP
#include "wx/app.h"
+ #include "wx/log.h"
#endif // WX_PRECOMP
-#if wxOSX_USE_CARBON
- #include <Carbon/Carbon.h>
-#else
- #include <CoreFoundation/CoreFoundation.h>
-#endif
+#include "wx/osx/private.h"
+
// ============================================================================
// wxEventLoop implementation
// ============================================================================
-// ----------------------------------------------------------------------------
-// high level functions for RunApplicationEventLoop() case
-// ----------------------------------------------------------------------------
-
-
-
-#if wxOSX_USE_RUN_APP_EVENT_LOOP
-
-int wxGUIEventLoop::Run()
+wxGUIEventLoop::wxGUIEventLoop()
{
- wxEventLoopActivator activate(this);
-
- RunApplicationEventLoop();
-
- return m_exitcode;
+ m_sleepTime = kEventDurationNoWait;
}
-void wxGUIEventLoop::Exit(int rc)
-{
- m_exitcode = rc;
-
- QuitApplicationEventLoop();
-
- OnExit();
-}
-
-#else // manual event loop
-
-// ----------------------------------------------------------------------------
-// functions only used by wxEventLoopManual-based implementation
-// ----------------------------------------------------------------------------
-
void wxGUIEventLoop::WakeUp()
{
extern void wxMacWakeUp();
wxMacWakeUp();
}
-#endif // high/low-level event loop
+CFRunLoopRef wxGUIEventLoop::CFGetCurrentRunLoop() const
+{
+ return CFRunLoopGetCurrent();
+}
+
+void wxGUIEventLoop::DispatchAndReleaseEvent(EventRef theEvent)
+{
+ if ( wxTheApp )
+ wxTheApp->MacSetCurrentEvent( theEvent, NULL );
-// ----------------------------------------------------------------------------
-// low level functions used in both cases
-// ----------------------------------------------------------------------------
+ OSStatus status = SendEventToEventTarget(theEvent, GetEventDispatcherTarget());
+ if (status == eventNotHandledErr && wxTheApp)
+ wxTheApp->MacHandleUnhandledEvent(theEvent);
+
+ ReleaseEvent( theEvent );
+}
bool wxGUIEventLoop::Pending() const
{
-#if wxOSX_USE_CARBON
EventRef theEvent;
return ReceiveNextEvent
false, // don't remove the event from queue
&theEvent
) == noErr;
-#else
- return true; // TODO
-#endif
}
bool wxGUIEventLoop::Dispatch()
if ( !wxTheApp )
return false;
-#if wxOSX_USE_CARBON
- // TODO: we probably should do the dispatching directly from here but for
- // now it's easier to forward to wxApp which has all the code to do
- // it
- wxTheApp->MacDoOneEvent();
-#else
- CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, 0);
+ wxMacAutoreleasePool autoreleasepool;
+
+ EventRef theEvent;
+
+ OSStatus status = ReceiveNextEvent(0, NULL, m_sleepTime, true, &theEvent) ;
+
+ switch (status)
+ {
+ case eventLoopTimedOutErr :
+ // process pending wx events before sending idle events
+ wxTheApp->ProcessPendingEvents();
+ if ( wxTheApp->ProcessIdle() )
+ m_sleepTime = kEventDurationNoWait ;
+ else
+ {
+ m_sleepTime = kEventDurationSecond;
+#if wxUSE_THREADS
+ wxMutexGuiLeave();
+ wxMilliSleep(20);
+ wxMutexGuiEnter();
#endif
+ }
+ break;
+
+ case eventLoopQuitErr :
+ // according to QA1061 this may also occur
+ // when a WakeUp Process is executed
+ break;
+
+ default:
+ DispatchAndReleaseEvent(theEvent);
+ m_sleepTime = kEventDurationNoWait ;
+ break;
+ }
+
+ return true;
+}
+
+int wxGUIEventLoop::DispatchTimeout(unsigned long timeout)
+{
+ EventRef event;
+ OSStatus status = ReceiveNextEvent(0, NULL, timeout/1000, true, &event);
+ switch ( status )
+ {
+ default:
+ wxFAIL_MSG( "unexpected ReceiveNextEvent() error" );
+ // fall through
+
+ case eventLoopTimedOutErr:
+ return -1;
+
+ case eventLoopQuitErr:
+ return 0;
+
+ case noErr:
+ DispatchAndReleaseEvent(event);
+ return 1;
+ }
+}
+
+bool wxGUIEventLoop::YieldFor(long eventsToProcess)
+{
+#if wxUSE_THREADS
+ // Yielding from a non-gui thread needs to bail out, otherwise we end up
+ // possibly sending events in the thread too.
+ if ( !wxThread::IsMain() )
+ {
+ return true;
+ }
+#endif // wxUSE_THREADS
+
+ m_isInsideYield = true;
+ m_eventsToProcessInsideYield = eventsToProcess;
+
+#if wxUSE_LOG
+ // disable log flushing from here because a call to wxYield() shouldn't
+ // normally result in message boxes popping up &c
+ wxLog::Suspend();
+#endif // wxUSE_LOG
+
+ // process all pending events:
+ while ( Pending() )
+ Dispatch();
+
+ // it's necessary to call ProcessIdle() to update the frames sizes which
+ // might have been changed (it also will update other things set from
+ // OnUpdateUI() which is a nice (and desired) side effect)
+ while ( ProcessIdle() ) {}
+
+ // if there are pending events, we must process them.
+ if (wxTheApp)
+ wxTheApp->ProcessPendingEvents();
+
+#if wxUSE_LOG
+ wxLog::Resume();
+#endif // wxUSE_LOG
+ m_isInsideYield = false;
+
return true;
}