// TODO: implement wxEventLoopSource for MSW (it should wrap a HANDLE and be
// monitored using MsgWaitForMultipleObjects())
-#if defined(__WXOSX__) || defined(__WXGTK20__) || defined(__WXDFB__) || \
- (!wxUSE_GUI && defined(__UNIX__))
+#if defined(__WXOSX__) || (defined(__UNIX__) && !defined(__WXMSW__))
#define wxUSE_EVENTLOOP_SOURCE 1
#else
#define wxUSE_EVENTLOOP_SOURCE 0
wxDECLARE_NO_COPY_CLASS(wxEventLoopBase);
};
-#if defined(__WXMSW__) || defined(__WXMAC__) || defined(__WXDFB__) || defined(__UNIX__)
+#if defined(__WINDOWS__) || defined(__WXMAC__) || defined(__WXDFB__) || (defined(__UNIX__) && !defined(__WXOSX__))
// this class can be used to implement a standard event loop logic using
// Pending() and Dispatch()
#endif // platforms using "manual" loop
-// include the header defining wxConsoleEventLoop for Unix systems
-#if defined(__UNIX__)
- #include "wx/unix/evtloop.h"
-#endif
-
// we're moving away from old m_impl wxEventLoop model as otherwise the user
// code doesn't have access to platform-specific wxEventLoop methods and this
// can sometimes be very useful (e.g. under MSW this is necessary for
// integration with MFC) but currently this is not done for all ports yet (e.g.
// wxX11) so fall back to the old wxGUIEventLoop definition below for them
-#if defined(__WXPALMOS__)
- #include "wx/palmos/evtloop.h"
-#elif defined(__WXMSW__)
- // this header defines both console and GUI loops for MSW
- #include "wx/msw/evtloop.h"
-#elif defined(__WXOSX__)
+#if defined(__DARWIN__)
// CoreFoundation-based event loop is currently in wxBase so include it in
// any case too (although maybe it actually shouldn't be there at all)
- #include "wx/osx/evtloop.h"
-#elif wxUSE_GUI
+ #include "wx/osx/core/evtloop.h"
+#endif
+
+// include the header defining wxConsoleEventLoop
+#if defined(__UNIX__) && !defined(__WXMSW__)
+ #include "wx/unix/evtloop.h"
+#elif defined(__WINDOWS__)
+ #include "wx/msw/evtloopconsole.h"
+#endif
+
+#if wxUSE_GUI
// include the appropriate header defining wxGUIEventLoop
-#if defined(__WXCOCOA__)
+#if defined(__WXMSW__)
+ #include "wx/msw/evtloop.h"
+#elif defined(__WXCOCOA__)
#include "wx/cocoa/evtloop.h"
+#elif defined(__WXOSX__)
+ #include "wx/osx/evtloop.h"
#elif defined(__WXDFB__)
#include "wx/dfb/evtloop.h"
-#elif defined(__WXGTK__)
+#elif defined(__WXGTK20__)
#include "wx/gtk/evtloop.h"
#else // other platform
wxGUIEventLoop() { m_impl = NULL; }
virtual ~wxGUIEventLoop();
+#if wxUSE_EVENTLOOP_SOURCE
+ // We need to define a base class pure virtual method but we can't provide
+ // a generic implementation for it so simply fail.
+ virtual wxEventLoopSource *
+ AddSourceForFD(int WXUNUSED(fd),
+ wxEventLoopSourceHandler * WXUNUSED(handler),
+ int WXUNUSED(flags))
+ {
+ wxFAIL_MSG( "support for event loop sources not implemented" );
+ return NULL;
+ }
+#endif // wxUSE_EVENTLOOP_SOURCE
+
virtual int Run();
virtual void Exit(int rc = 0);
virtual bool Pending() const;
#else // !wxUSE_GUI
// we can't define wxEventLoop differently in GUI and base libraries so use
// a #define to still allow writing wxEventLoop in the user code
- #if wxUSE_CONSOLE_EVENTLOOP && (defined(__WXMSW__) || defined(__UNIX__))
+ #if wxUSE_CONSOLE_EVENTLOOP && (defined(__WINDOWS__) || defined(__UNIX__))
#define wxEventLoop wxConsoleEventLoop
#else // we still must define it somehow for the code below...
#define wxEventLoop wxEventLoopBase
inline bool wxEventLoopBase::IsRunning() const { return GetActive() == this; }
-#if wxUSE_GUI
+#if wxUSE_GUI && !defined(__WXOSX__)
// ----------------------------------------------------------------------------
// wxModalEventLoop
// ----------------------------------------------------------------------------