///////////////////////////////////////////////////////////////////////////////
-// Name: msw/evtloop.cpp
-// Purpose: implements wxEventLoop for MSW
+// Name: src/msw/evtloop.cpp
+// Purpose: implements wxEventLoop for wxMSW port
// Author: Vadim Zeitlin
// Modified by:
// Created: 01.06.01
// RCS-ID: $Id$
// Copyright: (c) 2001 Vadim Zeitlin <zeitlin@dptmaths.ens-cachan.fr>
-// License: wxWindows licence
+// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
// ============================================================================
// headers
// ----------------------------------------------------------------------------
-#if defined(__GNUG__) && !defined(NO_GCC_PRAGMA)
- #pragma implementation "evtloop.h"
-#endif
-
// For compilers that support precompilation, includes "wx.h".
#include "wx/wxprec.h"
#pragma hdrstop
#endif
+#include "wx/evtloop.h"
+
#ifndef WX_PRECOMP
#include "wx/window.h"
#include "wx/app.h"
+ #include "wx/log.h"
#endif //WX_PRECOMP
-#include "wx/evtloop.h"
-
-#include "wx/tooltip.h"
+#include "wx/thread.h"
#include "wx/except.h"
-#include "wx/ptr_scpd.h"
-
#include "wx/msw/private.h"
+#include "wx/scopeguard.h"
+#include "wx/tooltip.h"
#if wxUSE_THREADS
- #include "wx/thread.h"
+ // define the list of MSG strutures
+ WX_DECLARE_LIST(MSG, wxMsgList);
- // define the array of MSG strutures
- WX_DECLARE_OBJARRAY(MSG, wxMsgArray);
+ #include "wx/listimpl.cpp"
- #include "wx/arrimpl.cpp"
-
- WX_DEFINE_OBJARRAY(wxMsgArray);
+ WX_DEFINE_LIST(wxMsgList)
#endif // wxUSE_THREADS
-// ----------------------------------------------------------------------------
-// wxEventLoopImpl
-// ----------------------------------------------------------------------------
-
-class WXDLLEXPORT wxEventLoopImpl
-{
-public:
- // ctor
- wxEventLoopImpl() { SetExitCode(0); }
-
- // process a message
- void ProcessMessage(MSG *msg);
-
- // generate an idle message, return TRUE if more idle time requested
- bool SendIdleMessage();
-
- // set/get the exit code
- void SetExitCode(int exitcode) { m_exitcode = exitcode; }
- int GetExitCode() const { return m_exitcode; }
-
-private:
- // preprocess a message, return TRUE if processed (i.e. no further
- // dispatching required)
- bool PreProcessMessage(MSG *msg);
-
- // the exit code of the event loop
- int m_exitcode;
-};
-
-// ----------------------------------------------------------------------------
-// helper class
-// ----------------------------------------------------------------------------
-
-wxDEFINE_TIED_SCOPED_PTR_TYPE(wxEventLoopImpl);
-
-// this object sets the wxEventLoop given to the ctor as the currently active
-// one and unsets it in its dtor
-class wxEventLoopActivator
-{
-public:
- wxEventLoopActivator(wxEventLoop **pActive,
- wxEventLoop *evtLoop)
- {
- m_pActive = pActive;
- m_evtLoopOld = *pActive;
- *pActive = evtLoop;
- }
-
- ~wxEventLoopActivator()
- {
- // restore the previously active event loop
- *m_pActive = m_evtLoopOld;
- }
-
-private:
- wxEventLoop *m_evtLoopOld;
- wxEventLoop **m_pActive;
-};
-
// ============================================================================
-// wxEventLoopImpl implementation
+// GUI wxEventLoop implementation
// ============================================================================
-// ----------------------------------------------------------------------------
-// wxEventLoopImpl message processing
-// ----------------------------------------------------------------------------
+wxWindowMSW *wxGUIEventLoop::ms_winCritical = NULL;
-void wxEventLoopImpl::ProcessMessage(MSG *msg)
+bool wxGUIEventLoop::IsChildOfCriticalWindow(wxWindowMSW *win)
{
- // give us the chance to preprocess the message first
- if ( !PreProcessMessage(msg) )
+ while ( win )
{
- // if it wasn't done, dispatch it to the corresponding window
- ::TranslateMessage(msg);
- ::DispatchMessage(msg);
+ if ( win == ms_winCritical )
+ return true;
+
+ win = win->GetParent();
}
+
+ return false;
}
-bool wxEventLoopImpl::PreProcessMessage(MSG *msg)
+bool wxGUIEventLoop::PreProcessMessage(WXMSG *msg)
{
HWND hwnd = msg->hwnd;
wxWindow *wndThis = wxGetWindowFromHWND((WXHWND)hwnd);
+ wxWindow *wnd;
- // this may happen if the event occured in a standard modeless dialog (the
- // only example of which I know of is the find/replace dialog) - then call
- // IsDialogMessage() to make TAB navigation in it work
+ // this might happen if we're in a modeless dialog, or if a wx control has
+ // children which themselves were not created by wx (i.e. wxActiveX control children)
if ( !wndThis )
{
- // we need to find the dialog containing this control as
- // IsDialogMessage() just eats all the messages (i.e. returns TRUE for
- // them) if we call it for the control itself
- while ( hwnd && ::GetWindowLong(hwnd, GWL_STYLE) & WS_CHILD )
+ while ( hwnd && (::GetWindowLong(hwnd, GWL_STYLE) & WS_CHILD ))
{
hwnd = ::GetParent(hwnd);
+
+ // If the control has a wx parent, break and give the parent a chance
+ // to process the window message
+ wndThis = wxGetWindowFromHWND((WXHWND)hwnd);
+ if (wndThis != NULL)
+ break;
}
- return hwnd && ::IsDialogMessage(hwnd, msg) != 0;
+ if ( !wndThis )
+ {
+ // this may happen if the event occurred in a standard modeless dialog (the
+ // only example of which I know of is the find/replace dialog) - then call
+ // IsDialogMessage() to make TAB navigation in it work
+
+ // NOTE: IsDialogMessage() just eats all the messages (i.e. returns true for
+ // them) if we call it for the control itself
+ return hwnd && ::IsDialogMessage(hwnd, msg) != 0;
+ }
+ }
+
+ if ( !AllowProcessing(wndThis) )
+ {
+ // not a child of critical window, so we eat the event but take care to
+ // stop an endless stream of WM_PAINTs which would have resulted if we
+ // didn't validate the invalidated part of the window
+ if ( msg->message == WM_PAINT )
+ ::ValidateRect(hwnd, NULL);
+
+ return true;
}
#if wxUSE_TOOLTIPS
// popup the tooltip bubbles
if ( msg->message == WM_MOUSEMOVE )
{
- wxToolTip *tt = wndThis->GetToolTip();
- if ( tt )
- {
- tt->RelayEvent((WXMSG *)msg);
- }
+ // we should do it if one of window children has an associated tooltip
+ // (and not just if the window has a tooltip itself)
+ if ( wndThis->HasToolTips() )
+ wxToolTip::RelayEvent((WXMSG *)msg);
}
#endif // wxUSE_TOOLTIPS
// grab Ctrl-C/V/X, even if they are also accelerators in some parent)
if ( !wndThis->MSWShouldPreProcessMessage((WXMSG *)msg) )
{
- return FALSE;
+ return false;
}
// try translations first: the accelerators override everything
- wxWindow *wnd;
-
for ( wnd = wndThis; wnd; wnd = wnd->GetParent() )
{
if ( wnd->MSWTranslateMessage((WXMSG *)msg))
- return TRUE;
+ return true;
// stop at first top level window, i.e. don't try to process the key
// strokes originating in a dialog using the accelerators of the parent
break;
}
- // now try the other hooks (kbd navigation is handled here): we start from
- // wndThis->GetParent() because wndThis->MSWProcessMessage() was already
- // called above
- for ( wnd = wndThis->GetParent(); wnd; wnd = wnd->GetParent() )
+ // now try the other hooks (kbd navigation is handled here)
+ for ( wnd = wndThis; wnd; wnd = wnd->GetParent() )
{
if ( wnd->MSWProcessMessage((WXMSG *)msg) )
- return TRUE;
+ return true;
+
+ // also stop at first top level window here, just as above because
+ // if we don't do this, pressing ESC on a modal dialog shown as child
+ // of a modal dialog with wxID_CANCEL will cause the parent dialog to
+ // be closed, for example
+ if ( wnd->IsTopLevel() )
+ break;
}
// no special preprocessing for this message, dispatch it normally
- return FALSE;
+ return false;
}
-// ----------------------------------------------------------------------------
-// wxEventLoopImpl idle event processing
-// ----------------------------------------------------------------------------
-
-bool wxEventLoopImpl::SendIdleMessage()
+void wxGUIEventLoop::ProcessMessage(WXMSG *msg)
{
- return wxTheApp->ProcessIdle();
-}
-
-// ============================================================================
-// wxEventLoop implementation
-// ============================================================================
-
-wxEventLoop *wxEventLoop::ms_activeLoop = NULL;
-
-// ----------------------------------------------------------------------------
-// wxEventLoop running and exiting
-// ----------------------------------------------------------------------------
-
-wxEventLoop::~wxEventLoop()
-{
- wxASSERT_MSG( !m_impl, _T("should have been deleted in Run()") );
+ // give us the chance to preprocess the message first
+ if ( !PreProcessMessage(msg) )
+ {
+ // if it wasn't done, dispatch it to the corresponding window
+ ::TranslateMessage(msg);
+ ::DispatchMessage(msg);
+ }
}
-bool wxEventLoop::IsRunning() const
+bool wxGUIEventLoop::Dispatch()
{
- return m_impl != NULL;
-}
+ MSG msg;
+ if ( !GetNextMessage(&msg) )
+ return false;
-int wxEventLoop::Run()
-{
- // event loops are not recursive, you need to create another loop!
- wxCHECK_MSG( !IsRunning(), -1, _T("can't reenter a message loop") );
+#if wxUSE_THREADS
+ wxASSERT_MSG( wxThread::IsMain(),
+ wxT("only the main thread can process Windows messages") );
- // SendIdleMessage() and Dispatch() below may throw so the code here should
- // be exception-safe, hence we must use local objects for all actions we
- // should undo
- wxEventLoopActivator activate(&ms_activeLoop, this);
- wxEventLoopImplTiedPtr impl(&m_impl, new wxEventLoopImpl);
+ static bool s_hadGuiLock = true;
+ static wxMsgList s_aSavedMessages;
- class CallEventLoopMethod
+ // if a secondary thread owning the mutex 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() )
{
- public:
- typedef void (wxEventLoop::*FuncType)();
-
- CallEventLoopMethod(wxEventLoop *evtLoop, FuncType fn)
- : m_evtLoop(evtLoop), m_fn(fn) { }
- ~CallEventLoopMethod() { (m_evtLoop->*m_fn)(); }
+ s_hadGuiLock = false;
- private:
- wxEventLoop *m_evtLoop;
- FuncType m_fn;
- } callOnExit(this, wxEventLoop::OnExit);
+ // leave out WM_COMMAND messages: too dangerous, sometimes
+ // the message will be processed twice
+ if ( !wxIsWaitingForThread() || msg.message != WM_COMMAND )
+ {
+ MSG* pMsg = new MSG(msg);
+ s_aSavedMessages.Append(pMsg);
+ }
- for ( ;; )
+ return true;
+ }
+ else
{
-#if wxUSE_THREADS
- wxMutexGuiLeaveOrEnter();
-#endif // wxUSE_THREADS
+ // 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;
- // generate and process idle events for as long as we don't have
- // anything else to do
- while ( !Pending() && m_impl->SendIdleMessage() )
- ;
+ wxMsgList::compatibility_iterator node = s_aSavedMessages.GetFirst();
+ while (node)
+ {
+ MSG* pMsg = node->GetData();
+ s_aSavedMessages.Erase(node);
- // a message came or no more idle processing to do, sit in
- // Dispatch() waiting for the next message
- if ( !Dispatch() )
- {
- // we got WM_QUIT
- break;
+ ProcessMessage(pMsg);
+ delete pMsg;
+
+ node = s_aSavedMessages.GetFirst();
+ }
}
}
+#endif // wxUSE_THREADS
- return m_impl->GetExitCode();
+ ProcessMessage(&msg);
+
+ return true;
}
-void wxEventLoop::Exit(int rc)
+int wxGUIEventLoop::DispatchTimeout(unsigned long timeout)
{
- wxCHECK_RET( IsRunning(), _T("can't call Exit() if not running") );
+ MSG msg;
+ int rc = GetNextMessageTimeout(&msg, timeout);
+ if ( rc != 1 )
+ return rc;
- m_impl->SetExitCode(rc);
+ ProcessMessage(&msg);
- ::PostQuitMessage(rc);
+ return 1;
}
-// ----------------------------------------------------------------------------
-// wxEventLoop message processing dispatching
-// ----------------------------------------------------------------------------
-
-bool wxEventLoop::Pending() const
+void wxGUIEventLoop::OnNextIteration()
{
- MSG msg;
- return ::PeekMessage(&msg, 0, 0, 0, PM_NOREMOVE) != 0;
+#if wxUSE_THREADS
+ wxMutexGuiLeaveOrEnter();
+#endif // wxUSE_THREADS
}
-bool wxEventLoop::Dispatch()
+void wxGUIEventLoop::WakeUp()
{
- wxCHECK_MSG( IsRunning(), FALSE, _T("can't call Dispatch() if not running") );
+ ::PostMessage(NULL, WM_NULL, 0, 0);
+}
- MSG msg;
- BOOL rc = ::GetMessage(&msg, (HWND) NULL, 0, 0);
- if ( rc == 0 )
- {
- // got WM_QUIT
- return FALSE;
- }
+// ----------------------------------------------------------------------------
+// Yield to incoming messages
+// ----------------------------------------------------------------------------
- if ( rc == -1 )
- {
- // should never happen, but let's test for it nevertheless
- wxLogLastError(wxT("GetMessage"));
+#include <wx/arrimpl.cpp>
+WX_DEFINE_OBJARRAY(wxMSGArray);
- // still break from the loop
- return FALSE;
- }
+bool wxGUIEventLoop::YieldFor(long eventsToProcess)
+{
+ // set the flag and don't forget to reset it before returning
+ m_isInsideYield = true;
+ m_eventsToProcessInsideYield = eventsToProcess;
-#if wxUSE_THREADS
- wxASSERT_MSG( wxThread::IsMain(),
- wxT("only the main thread can process Windows messages") );
+ wxON_BLOCK_EXIT_SET(m_isInsideYield, false);
- static bool s_hadGuiLock = TRUE;
- static wxMsgArray s_aSavedMessages;
+#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();
- // if a secondary thread owning the mutex 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() )
+ // ensure the logs will be flashed again when we exit
+ wxON_BLOCK_EXIT0(wxLog::Resume);
+#endif // wxUSE_LOG
+
+ // we don't want to process WM_QUIT from here - it should be processed in
+ // the main event loop in order to stop it
+ MSG msg;
+ int nPaintsReceived = 0;
+ while ( PeekMessage(&msg, (HWND)0, 0, 0, PM_NOREMOVE) &&
+ msg.message != WM_QUIT )
{
- s_hadGuiLock = FALSE;
+#if wxUSE_THREADS
+ wxMutexGuiLeaveOrEnter();
+#endif // wxUSE_THREADS
- // leave out WM_COMMAND messages: too dangerous, sometimes
- // the message will be processed twice
- if ( !wxIsWaitingForThread() || msg.message != WM_COMMAND )
+ if (msg.message == WM_PAINT)
+ {
+ // NOTE: WM_PAINTs are categorized as wxEVT_CATEGORY_UI
+ if ((eventsToProcess & wxEVT_CATEGORY_UI) == 0)
+ {
+ // this msg is not going to be dispatched...
+ // however WM_PAINT is special: until there are damaged
+ // windows, Windows will keep sending it forever!
+ if (nPaintsReceived > 10)
+ {
+ // we got 10 WM_PAINT consecutive messages...
+ // we must have reached the tail of the message queue:
+ // we're now getting _only_ WM_PAINT events and this will
+ // continue forever (since we don't dispatch them
+ // because of the user-specified eventsToProcess mask)...
+ // break out of this loop!
+ break;
+ }
+ else
+ nPaintsReceived++;
+ }
+ //else: we're going to dispatch it below,
+ // so we don't need to take any special action
+ }
+ else
{
- s_aSavedMessages.Add(msg);
+ // reset the counter of consecutive WM_PAINT messages received:
+ nPaintsReceived = 0;
}
- 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 )
+ // choose a wxEventCategory for this Windows message
+ bool processNow;
+ switch (msg.message)
{
- s_hadGuiLock = TRUE;
+#if !defined(__WXWINCE__)
+ case WM_NCMOUSEMOVE:
+
+ case WM_NCLBUTTONDOWN:
+ case WM_NCLBUTTONUP:
+ case WM_NCLBUTTONDBLCLK:
+ case WM_NCRBUTTONDOWN:
+ case WM_NCRBUTTONUP:
+ case WM_NCRBUTTONDBLCLK:
+ case WM_NCMBUTTONDOWN:
+ case WM_NCMBUTTONUP:
+ case WM_NCMBUTTONDBLCLK:
+#endif
- size_t count = s_aSavedMessages.Count();
- for ( size_t n = 0; n < count; n++ )
- {
- MSG& msg = s_aSavedMessages[n];
- m_impl->ProcessMessage(&msg);
- }
+ case WM_KEYDOWN:
+ case WM_KEYUP:
+ case WM_CHAR:
+ case WM_DEADCHAR:
+ case WM_SYSKEYDOWN:
+ case WM_SYSKEYUP:
+ case WM_SYSCHAR:
+ case WM_SYSDEADCHAR:
+#ifdef WM_UNICHAR
+ case WM_UNICHAR:
+#endif
+ case WM_HOTKEY:
+ case WM_IME_STARTCOMPOSITION:
+ case WM_IME_ENDCOMPOSITION:
+ case WM_IME_COMPOSITION:
+ case WM_COMMAND:
+ case WM_SYSCOMMAND:
+
+ case WM_IME_SETCONTEXT:
+ case WM_IME_NOTIFY:
+ case WM_IME_CONTROL:
+ case WM_IME_COMPOSITIONFULL:
+ case WM_IME_SELECT:
+ case WM_IME_CHAR:
+ case WM_IME_KEYDOWN:
+ case WM_IME_KEYUP:
+
+#if !defined(__WXWINCE__)
+ case WM_MOUSEHOVER:
+ case WM_MOUSELEAVE:
+#endif
+#ifdef WM_NCMOUSELEAVE
+ case WM_NCMOUSELEAVE:
+#endif
- s_aSavedMessages.Empty();
+ case WM_CUT:
+ case WM_COPY:
+ case WM_PASTE:
+ case WM_CLEAR:
+ case WM_UNDO:
+
+ case WM_MOUSEMOVE:
+ case WM_LBUTTONDOWN:
+ case WM_LBUTTONUP:
+ case WM_LBUTTONDBLCLK:
+ case WM_RBUTTONDOWN:
+ case WM_RBUTTONUP:
+ case WM_RBUTTONDBLCLK:
+ case WM_MBUTTONDOWN:
+ case WM_MBUTTONUP:
+ case WM_MBUTTONDBLCLK:
+ case WM_MOUSEWHEEL:
+ processNow = (eventsToProcess & wxEVT_CATEGORY_USER_INPUT) != 0;
+ break;
+
+ case WM_TIMER:
+ processNow = (eventsToProcess & wxEVT_CATEGORY_TIMER) != 0;
+ break;
+
+ default:
+ if (msg.message < WM_USER)
+ {
+ // 0;WM_USER-1 is the range of message IDs reserved for use
+ // by the system.
+ // there are too many of these types of messages to handle
+ // them in this switch
+ processNow = (eventsToProcess & wxEVT_CATEGORY_UI) != 0;
+ }
+ else
+ {
+ // Process all the unknown messages. We must do it because
+ // failure to process some of them can be fatal, e.g. if we
+ // don't dispatch WM_APP+2 then embedded IE ActiveX
+ // controls don't work any more, see #14027. And there may
+ // be more examples like this, so dispatch all unknown
+ // messages immediately to be safe.
+ processNow = true;
+ }
+ }
+
+ // should we process this event now?
+ if ( processNow )
+ {
+ if ( !wxTheApp->Dispatch() )
+ break;
+ }
+ else
+ {
+ // remove the message and store it
+ ::GetMessage(&msg, NULL, 0, 0);
+ m_arrMSG.Add(msg);
}
}
-#endif // wxUSE_THREADS
- m_impl->ProcessMessage(&msg);
+ // if there are pending events, we must process them.
+ if (wxTheApp)
+ wxTheApp->ProcessPendingEvents();
- return TRUE;
-}
+ // put back unprocessed events in the queue
+ DWORD id = GetCurrentThreadId();
+ for (size_t i=0; i<m_arrMSG.GetCount(); i++)
+ {
+ PostThreadMessage(id, m_arrMSG[i].message,
+ m_arrMSG[i].wParam, m_arrMSG[i].lParam);
+ }
+ m_arrMSG.Clear();
+
+ return true;
+}