// what to do within waits: we have 2 cases: from the main thread itself we
// have to call wxYield() to let the events (including the GUI events and the
-// low-level (not wxWindows) events from GSocket) be processed. From another
+// low-level (not wxWidgets) events from GSocket) be processed. From another
// thread it is enough to just call wxThread::Yield() which will give away the
// rest of our time slice: the explanation is that the events will be processed
// by the main thread anyhow, without calling wxYield(), but we don't want to
wxSocketEventFlags m_eventmask;
bool m_notify;
void *m_clientData;
-#if WXWIN_COMPATIBILITY
- wxSocketBase::wxSockCbk m_cbk;
- char *m_cdata;
-#endif // WXWIN_COMPATIBILITY
public:
wxSocketState() : wxObject() {}
m_clientData = NULL;
m_notify = FALSE;
m_eventmask = 0;
-#if WXWIN_COMPATIBILITY
- m_cbk = NULL;
- m_cdata = NULL;
-#endif // WXWIN_COMPATIBILITY
if ( !IsInitialized() )
{
wxUint32 wxSocketBase::_Read(void* buffer, wxUint32 nbytes)
{
int total;
- int ret = 1;
// Try the pushback buffer first
total = GetPushback(buffer, nbytes, FALSE);
// wxSOCKET_BLOCK
// wxSOCKET_NONE
//
+ int ret;
if (m_flags & wxSOCKET_NOWAIT)
{
GSocket_SetNonBlocking(m_socket, 1);
wxUint32 wxSocketBase::_Write(const void *buffer, wxUint32 nbytes)
{
wxUint32 total = 0;
- int ret = 1;
// If the socket is invalid or parameters are ill, return immediately
if (!m_socket || !buffer || !nbytes)
// wxSOCKET_BLOCK
// wxSOCKET_NONE
//
+ int ret;
if (m_flags & wxSOCKET_NOWAIT)
{
GSocket_SetNonBlocking(m_socket, 1);
else
timeout = m_timeout * 1000;
+#if !defined(wxUSE_GUI) || !wxUSE_GUI
+ GSocket_SetTimeout(m_socket, timeout);
+#endif
+
// Wait in an active polling loop.
//
// NOTE: We duplicate some of the code in OnRequest, but this doesn't
state->m_notify = m_notify;
state->m_eventmask = m_eventmask;
state->m_clientData = m_clientData;
-#if WXWIN_COMPATIBILITY
- state->m_cbk = m_cbk;
- state->m_cdata = m_cdata;
-#endif // WXWIN_COMPATIBILITY
m_states.Append(state);
}
m_notify = state->m_notify;
m_eventmask = state->m_eventmask;
m_clientData = state->m_clientData;
-#if WXWIN_COMPATIBILITY
- m_cbk = state->m_cbk;
- m_cdata = state->m_cdata;
-#endif // WXWIN_COMPATIBILITY
-
+
m_states.Erase(node);
delete state;
}
}
-// --------------------------------------------------------------------------
-// Callbacks (now obsolete - use events instead)
-// --------------------------------------------------------------------------
-
-#if WXWIN_COMPATIBILITY
-
-wxSocketBase::wxSockCbk wxSocketBase::Callback(wxSockCbk cbk_)
-{
- wxSockCbk old_cbk = cbk_;
-
- m_cbk = cbk_;
- return old_cbk;
-}
-
-char *wxSocketBase::CallbackData(char *data)
-{
- char *old_data = m_cdata;
-
- m_cdata = data;
- return old_data;
-}
-
-#endif // WXWIN_COMPATIBILITY
-
// --------------------------------------------------------------------------
// Event handling
// --------------------------------------------------------------------------
// Schedule the event
wxSocketEventFlags flag = 0;
+ wxUnusedVar(flag);
switch (notification)
{
case GSOCK_INPUT: flag = GSOCK_INPUT_FLAG; break;
m_handler->AddPendingEvent(event);
}
-
-#if WXWIN_COMPATIBILITY
- if (m_cbk)
- m_cbk(*this, notification, m_cdata);
-#endif // WXWIN_COMPATIBILITY
}
}