+ // dispatch a single event, return false if we should exit from the loop
+ virtual bool Dispatch() = 0;
+
+ // same as Dispatch() but doesn't wait for longer than the specified (in
+ // ms) timeout, return true if an event was processed, false if we should
+ // exit the loop or -1 if timeout expired
+ virtual int DispatchTimeout(unsigned long timeout) = 0;
+
+ // implement this to wake up the loop: usually done by posting a dummy event
+ // to it (can be called from non main thread)
+ virtual void WakeUp() = 0;
+
+
+ // idle handling
+ // -------------
+
+ // make sure that idle events are sent again
+ virtual void WakeUpIdle();
+
+ // this virtual function is called when the application
+ // becomes idle and normally just sends wxIdleEvent to all interested
+ // parties
+ //
+ // it should return true if more idle events are needed, false if not
+ virtual bool ProcessIdle();
+
+
+ // Yield-related hooks
+ // -------------------
+
+ // process all currently pending events right now
+ //
+ // it is an error to call Yield() recursively unless the value of
+ // onlyIfNeeded is true
+ //
+ // WARNING: this function is dangerous as it can lead to unexpected
+ // reentrancies (i.e. when called from an event handler it
+ // may result in calling the same event handler again), use
+ // with _extreme_ care or, better, don't use at all!
+ bool Yield(bool onlyIfNeeded = false);
+ virtual bool YieldFor(long eventsToProcess) = 0;
+
+ // returns true if the main thread is inside a Yield() call
+ virtual bool IsYielding() const
+ { return m_isInsideYield; }
+
+ // returns true if events of the given event category should be immediately
+ // processed inside a wxApp::Yield() call or rather should be queued for
+ // later processing by the main event loop
+ virtual bool IsEventAllowedInsideYield(wxEventCategory cat) const
+ { return (m_eventsToProcessInsideYield & cat) != 0; }