// 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;
-
-
- // wxSocket support
- // ----------------
-
-#if wxUSE_SOCKETS
- // this function is used by wxNet library to set the default socket manager
- // to use: doing it like this allows us to keep all socket-related code in
- // wxNet instead of having to pull it in wxBase itself as we'd have to do
- // if we really implemented GSocketManager here
- //
- // we don't take ownership of this pointer, it should have a lifetime
- // greater than that of any socket (e.g. be a pointer to a static object)
- static void SetDefaultSocketManager(GSocketManager *manager)
- {
- ms_manager = manager;
- }
-
- virtual GSocketManager *GetSocketManager() { return ms_manager; }
-#endif // wxUSE_SOCKETS
+ virtual WXDWORD WaitForThread(WXHANDLE hThread, int flags) = 0;
+#endif // wxUSE_THREADS
#ifndef __WXWINCE__
#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);
-
- static GSocketManager *ms_manager;
+#endif // wxUSE_THREADS
};
#endif // _WX_MSW_APPTBASE_H_