///////////////////////////////////////////////////////////////////////////////
-// Name: x11/evtloop.cpp
+// Name: src/x11/evtloop.cpp
// Purpose: implements wxEventLoop for X11
// Author: Julian Smart
// Modified by:
// headers
// ----------------------------------------------------------------------------
-#ifdef __GNUG__
- #pragma implementation "evtloop.h"
-#endif
+// for compilers that support precompilation, includes "wx.h".
+#include "wx/wxprec.h"
-#include "wx/window.h"
-#include "wx/app.h"
#include "wx/evtloop.h"
-#include "wx/tooltip.h"
-#if wxUSE_THREADS
-#include "wx/thread.h"
+
+#ifndef WX_PRECOMP
+ #include "wx/hash.h"
+ #include "wx/app.h"
+ #include "wx/window.h"
+ #include "wx/module.h"
#endif
-#include "wx/timer.h"
+
+#include "wx/private/fdiodispatcher.h"
+#include "wx/unix/private.h"
#include "wx/x11/private.h"
-#include "X11/Xlib.h"
+#include "wx/generic/private/timer.h"
+
+#if wxUSE_THREADS
+ #include "wx/thread.h"
+#endif
+#include <X11/Xlib.h>
#include <sys/time.h>
#include <unistd.h>
+#ifdef HAVE_SYS_SELECT_H
+# include <sys/select.h>
+#endif
+
// ----------------------------------------------------------------------------
// wxEventLoopImpl
// ----------------------------------------------------------------------------
{
public:
// ctor
- wxEventLoopImpl() { SetExitCode(0); m_keepGoing = FALSE; }
+ wxEventLoopImpl() { SetExitCode(0); m_keepGoing = false; }
- // process an XEvent, return TRUE if it was processed
+ // process an XEvent, return true if it was processed
bool ProcessEvent(XEvent* event);
- // generate an idle message, return TRUE if more idle time requested
+ // generate an idle message, return true if more idle time requested
bool SendIdleEvent();
// set/get the exit code
int GetExitCode() const { return m_exitcode; }
public:
- // preprocess an event, return TRUE if processed (i.e. no further
+ // preprocess an event, return true if processed (i.e. no further
// dispatching required)
bool PreProcessEvent(XEvent* event);
{
// give us the chance to preprocess the message first
if ( PreProcessEvent(event) )
- return TRUE;
-
+ return true;
+
// if it wasn't done, dispatch it to the corresponding window
if (wxTheApp)
return wxTheApp->ProcessXEvent((WXEvent*) event);
- return FALSE;
+ return false;
}
-bool wxEventLoopImpl::PreProcessEvent(XEvent *event)
+bool wxEventLoopImpl::PreProcessEvent(XEvent *WXUNUSED(event))
{
- // TODO
-#if 0
- HWND hWnd = msg->hwnd;
- wxWindow *wndThis = wxGetWindowFromHWND((WXHWND)hWnd);
-
-
- // try translations first; find the youngest window with a translation
- // table.
- wxWindow *wnd;
- for ( wnd = wndThis; wnd; wnd = wnd->GetParent() )
- {
- if ( wnd->MSWTranslateMessage((WXMSG *)msg) )
- return TRUE;
- }
-
- // Anyone for a non-translation message? Try youngest descendants first.
- for ( wnd = wndThis; wnd; wnd = wnd->GetParent() )
- {
- if ( wnd->MSWProcessMessage((WXMSG *)msg) )
- return TRUE;
- }
-#endif
-
- return FALSE;
+ return false;
}
// ----------------------------------------------------------------------------
bool wxEventLoopImpl::SendIdleEvent()
{
- wxIdleEvent event;
- event.SetEventObject(wxTheApp);
-
- return wxTheApp->ProcessEvent(event) && event.MoreRequested();
+ return wxTheApp->ProcessIdle();
}
// ============================================================================
// wxEventLoop implementation
// ============================================================================
-wxEventLoop *wxEventLoop::ms_activeLoop = NULL;
-
// ----------------------------------------------------------------------------
// wxEventLoop running and exiting
// ----------------------------------------------------------------------------
-wxEventLoop::~wxEventLoop()
+wxGUIEventLoop::~wxGUIEventLoop()
{
wxASSERT_MSG( !m_impl, _T("should have been deleted in Run()") );
}
-bool wxEventLoop::IsRunning() const
-{
- return m_impl != NULL;
-}
-
-int wxEventLoop::Run()
+int wxGUIEventLoop::Run()
{
// event loops are not recursive, you need to create another loop!
wxCHECK_MSG( !IsRunning(), -1, _T("can't reenter a message loop") );
m_impl = new wxEventLoopImpl;
-
- wxEventLoop *oldLoop = ms_activeLoop;
- ms_activeLoop = this;
- m_impl->m_keepGoing = TRUE;
+ wxEventLoopActivator activate(this);
+
+ m_impl->m_keepGoing = true;
while ( m_impl->m_keepGoing )
{
-#if 0 // wxUSE_THREADS
- wxMutexGuiLeaveOrEnter();
-#endif // wxUSE_THREADS
-
// generate and process idle events for as long as we don't have
// anything else to do
while ( ! Pending() )
{
#if wxUSE_TIMER
- wxTimer::NotifyTimers(); // TODO: is this the correct place for it?
+ wxGenericTimerImpl::NotifyTimers(); // TODO: is this the correct place for it?
#endif
if (!m_impl->SendIdleEvent())
{
-#if wxUSE_THREADS
- // leave the main loop to give other threads a chance to
- // perform their GUI work
- wxMutexGuiLeave();
- wxUsleep(20);
- wxMutexGuiEnter();
-#endif
// Break out of while loop
break;
}
}
}
+ OnExit();
+
int exitcode = m_impl->GetExitCode();
delete m_impl;
m_impl = NULL;
- ms_activeLoop = oldLoop;
-
return exitcode;
}
-void wxEventLoop::Exit(int rc)
+void wxGUIEventLoop::Exit(int rc)
{
wxCHECK_RET( IsRunning(), _T("can't call Exit() if not running") );
m_impl->SetExitCode(rc);
- m_impl->m_keepGoing = FALSE;
+ m_impl->m_keepGoing = false;
}
// ----------------------------------------------------------------------------
// wxEventLoop message processing dispatching
// ----------------------------------------------------------------------------
-bool wxEventLoop::Pending() const
+bool wxGUIEventLoop::Pending() const
{
- XFlush((Display*) wxGetDisplay());
- return (XPending((Display*) wxGetDisplay()) > 0);
+ XFlush( wxGlobalDisplay() );
+ return (XPending( wxGlobalDisplay() ) > 0);
}
-bool wxEventLoop::Dispatch()
+bool wxGUIEventLoop::Dispatch()
{
XEvent event;
// TODO allowing for threads, as per e.g. wxMSW
-#if 0
- XNextEvent((Display*) wxGetDisplay(), & event);
-#endif
-
// This now waits until either an X event is received,
// or the select times out. So we should now process
// wxTimers in a reasonably timely fashion. However it
// does also mean that idle processing will happen more
// often, so we should probably limit idle processing to
// not be repeated more than every N milliseconds.
-
- if (XPending((Display*) wxGetDisplay()) == 0)
+
+ if (XPending( wxGlobalDisplay() ) == 0)
{
#if wxUSE_NANOX
GR_TIMEOUT timeout = 10; // Milliseconds
// Fall through to ProcessEvent.
// we'll assume that ProcessEvent will just ignore
// the event if there was a timeout and no event.
-
+
#else
struct timeval tv;
tv.tv_sec=0;
tv.tv_usec=10000; // TODO make this configurable
- int fd = ConnectionNumber((Display*) wxGetDisplay());
+ int fd = ConnectionNumber( wxGlobalDisplay() );
+
fd_set readset;
- FD_ZERO(&readset);
- FD_SET(fd, &readset);
- if (select(fd+1, &readset, NULL, NULL, & tv) == 0)
- {
- // Timed out, so no event to process
- return TRUE;
- }
- else
+ fd_set writeset;
+ wxFD_ZERO(&readset);
+ wxFD_ZERO(&writeset);
+ wxFD_SET(fd, &readset);
+
+ if (select( fd+1, &readset, &writeset, NULL, &tv ) != 0)
{
- // An event was pending, so get it
- XNextEvent((Display*) wxGetDisplay(), & event);
+ // An X11 event was pending, get it
+ if (wxFD_ISSET( fd, &readset ))
+ XNextEvent( wxGlobalDisplay(), &event );
}
#endif
- } else
+ }
+ else
{
- XNextEvent((Display*) wxGetDisplay(), & event);
+ XNextEvent( wxGlobalDisplay(), &event );
}
-
- (void) m_impl->ProcessEvent(& event);
- return TRUE;
+
+#if wxUSE_SOCKETS
+ // handle any pending socket events:
+ wxFDIODispatcher::DispatchPending();
+#endif
+
+ (void) m_impl->ProcessEvent( &event );
+ return true;
}
+bool wxGUIEventLoop::YieldFor(long eventsToProcess)
+{
+ // Sometimes only 2 yields seem
+ // to do the trick, e.g. in the
+ // progress dialog
+ int i;
+ for (i = 0; i < 2; i++)
+ {
+ m_isInsideYield = true;
+ m_eventsToProcessInsideYield = eventsToProcess;
+
+ // Call dispatch at least once so that sockets
+ // can be tested
+ wxTheApp->Dispatch();
+
+ // TODO: implement event filtering using the eventsToProcess mask
+ while (wxTheApp && wxTheApp->Pending())
+ wxTheApp->Dispatch();
+
+#if wxUSE_TIMER
+ wxGenericTimerImpl::NotifyTimers();
+#endif
+ ProcessIdle();
+
+ m_isInsideYield = false;
+ }
+
+ return true;
+}