// some opaque data which will be passed later to AfterChildWaitLoop()
virtual void *BeforeChildWaitLoop() = 0;
- // process pending Windows messages, even in console app
- virtual void AlwaysYield() = 0;
-
// called after starting to wait for the child termination, the parameter
// is the return value of BeforeChildWaitLoop()
virtual void AfterChildWaitLoop(void *data) = 0;
+#if wxUSE_THREADS
// wxThread helpers
// ----------------
// wait for the handle to be signaled, return WAIT_OBJECT_0 if it is or, in
// the GUI code, WAIT_OBJECT_0 + 1 if a Windows message arrived
- virtual WXDWORD WaitForThread(WXHANDLE hThread) = 0;
+ virtual WXDWORD WaitForThread(WXHANDLE hThread, int flags) = 0;
+#endif // wxUSE_THREADS
+
+
+#ifndef __WXWINCE__
+ // console helpers
+ // ---------------
+
+ // this method can be overridden by a derived class to always return true
+ // or false to force [not] using the console for output to stderr
+ //
+ // by default console applications always return true from here while the
+ // GUI ones only return true if they're being run from console and there is
+ // no other activity happening in this console
+ virtual bool CanUseStderr() = 0;
+
+ // write text to the console, return true if ok or false on error
+ virtual bool WriteToStderr(const wxString& text) = 0;
+#endif // !__WXWINCE__
protected:
+#if wxUSE_THREADS
// implementation of WaitForThread() for the console applications which is
- // also used by the GUI code if it doesn't [yet|already} dispatch events
+ // also used by the GUI code if it doesn't [yet|already] dispatch events
WXDWORD DoSimpleWaitForThread(WXHANDLE hThread);
+#endif // wxUSE_THREADS
};
#endif // _WX_MSW_APPTBASE_H_