// process a message while waiting for a(nother) thread, should return
// false if and only if we have to exit the application
virtual bool DoMessageFromThreadWait() = 0;
+
+ // 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
+
+
+#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:
+ // implementation of WaitForThread() for the console applications which is
+ // also used by the GUI code if it doesn't [yet|already} dispatch events
+ WXDWORD DoSimpleWaitForThread(WXHANDLE hThread);
+
+ static GSocketManager *ms_manager;
};
#endif // _WX_MSW_APPTBASE_H_