///////////////////////////////////////////////////////////////////////////////
-// Name: mgl/evtloop.cpp
+// Name: src/mgl/evtloop.cpp
// Purpose: implements wxEventLoop for MGL
// Author: Vaclav Slavik
// RCS-ID: $Id$
// Copyright: (c) 2001-2002 SciTech Software, Inc. (www.scitechsoft.com)
-// License: wxWindows licence
+// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
// ----------------------------------------------------------------------------
#include "wx/window.h"
#include "wx/app.h"
#include "wx/thread.h"
+ #include "wx/timer.h"
#endif //WX_PRECOMP
#include "wx/evtloop.h"
-#include "wx/timer.h"
+
+#include "wx/generic/private/timer.h"
#include "wx/mgl/private.h"
// ----------------------------------------------------------------------------
wxEventLoopImpl()
{
SetExitCode(0);
- SetKeepLooping(TRUE);
+ SetKeepLooping(true);
}
// process an event
void Dispatch();
- // generate an idle event, return TRUE if more idle time requested
+ // generate an idle event, return true if more idle time requested
bool SendIdleEvent();
// set/get the exit code
void SetExitCode(int exitcode) { m_exitcode = exitcode; }
int GetExitCode() const { return m_exitcode; }
-
+
void SetKeepLooping(bool k) { m_keepLooping = k; }
bool GetKeepLooping() const { return m_keepLooping; }
// the exit code of the event loop
int m_exitcode;
- // FALSE if the loop should end
+ // false if the loop should end
bool m_keepLooping;
};
{
event_t evt;
- // VS: The code bellow is equal to MGL's EVT_halt implementation, with
- // two things added: sleeping (busy waiting is stupid, lets make CPU's
- // life a bit easier) and timers updating
+ // VS: The code below is equal to MGL's EVT_halt implementation, with
+ // two things added: sleeping (busy waiting is stupid, let's make CPU's
+ // life a bit easier) and timers updating.
// EVT_halt(&evt, EVT_EVERYEVT);
for (;;)
{
#if wxUSE_TIMER
- wxTimer::NotifyTimers();
- MGL_wmUpdateDC(g_winMng);
+ wxGenericTimerImpl::NotifyTimers();
#endif
+ MGL_wmUpdateDC(g_winMng);
+
EVT_pollJoystick();
if ( EVT_getNext(&evt, EVT_EVERYEVT) ) break;
PM_sleep(10);
}
// end of EVT_halt
-
+
MGL_wmProcessEvent(g_winMng, &evt);
}
}
// ============================================================================
-// wxEventLoop implementation
+// wxGUIEventLoop implementation
// ============================================================================
// ----------------------------------------------------------------------------
-// wxEventLoop running and exiting
+// wxGUIEventLoop running and exiting
// ----------------------------------------------------------------------------
-wxEventLoop *wxEventLoopBase::ms_activeLoop = NULL;
-
-wxEventLoop::~wxEventLoop()
+wxGUIEventLoop::~wxGUIEventLoop()
{
- wxASSERT_MSG( !m_impl, _T("should have been deleted in Run()") );
+ wxASSERT_MSG( !m_impl, wxT("should have been deleted in Run()") );
}
-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") );
+ wxCHECK_MSG( !IsRunning(), -1, wxT("can't reenter a message loop") );
m_impl = new wxEventLoopImpl;
-
- wxEventLoop *oldLoop = ms_activeLoop;
- ms_activeLoop = this;
+
+ wxEventLoopActivator activate(this);
for ( ;; )
{
}
}
- int exitcode = m_impl->GetExitCode();
- delete m_impl;
- m_impl = NULL;
+ OnExit();
- ms_activeLoop = oldLoop;
+ int exitcode = m_impl->GetExitCode();
+ wxDELETE(m_impl);
return exitcode;
}
-void wxEventLoop::Exit(int rc)
+void wxGUIEventLoop::Exit(int rc)
{
- wxCHECK_RET( IsRunning(), _T("can't call Exit() if not running") );
+ wxCHECK_RET( IsRunning(), wxT("can't call Exit() if not running") );
m_impl->SetExitCode(rc);
- m_impl->SetKeepLooping(FALSE);
-
+ m_impl->SetKeepLooping(false);
+
// Send a dummy event so that the app won't block in EVT_halt if there
// are no user-generated events in the queue:
EVT_post(0, EVT_USEREVT, 0, 0);
// wxEventLoop message processing dispatching
// ----------------------------------------------------------------------------
-bool wxEventLoop::Pending() const
+bool wxGUIEventLoop::Pending() const
{
- // update the display here, so that wxYield refreshes display and
+ // update the display here, so that wxYield refreshes display and
// changes take effect immediately, not after emptying events queue:
MGL_wmUpdateDC(g_winMng);
-
+
// is there an event in the queue?
event_t evt;
- return EVT_peekNext(&evt, EVT_EVERYEVT);
+ return (bool)(EVT_peekNext(&evt, EVT_EVERYEVT));
}
-bool wxEventLoop::Dispatch()
+bool wxGUIEventLoop::Dispatch()
{
- wxCHECK_MSG( IsRunning(), FALSE, _T("can't call Dispatch() if not running") );
+ wxCHECK_MSG( IsRunning(), false, wxT("can't call Dispatch() if not running") );
m_impl->Dispatch();
return m_impl->GetKeepLooping();
}
+
+
+//-----------------------------------------------------------------------------
+// wxYield
+//-----------------------------------------------------------------------------
+
+bool wxGUIEventLoop::YieldFor(long eventsToProcess)
+{
+#if wxUSE_THREADS
+ if ( !wxThread::IsMain() )
+ {
+ // can't process events from other threads, MGL is thread-unsafe
+ return true;
+ }
+#endif // wxUSE_THREADS
+
+ m_isInsideYield = true;
+ m_eventsToProcessInsideYield = eventsToProcess;
+
+ wxLog::Suspend();
+
+ // TODO: implement event filtering using the eventsToProcess mask
+
+ while (Pending())
+ Dispatch();
+
+ /* it's necessary to call ProcessIdle() to update the frames sizes which
+ might have been changed (it also will update other things set from
+ OnUpdateUI() which is a nice (and desired) side effect) */
+ while (wxTheApp->ProcessIdle()) { }
+
+ wxLog::Resume();
+
+ m_isInsideYield = false;
+
+ return true;
+}