#include "wx/x11/private.h"
#include "X11/Xlib.h"
+#include <sys/time.h>
+#include <unistd.h>
+
// ----------------------------------------------------------------------------
// wxEventLoopImpl
// ----------------------------------------------------------------------------
// ctor
wxEventLoopImpl() { SetExitCode(0); m_keepGoing = FALSE; }
- // process an XEvent
- void ProcessEvent(XEvent* event);
+ // process an XEvent, return TRUE if it was processed
+ bool ProcessEvent(XEvent* event);
// generate an idle message, return TRUE if more idle time requested
bool SendIdleEvent();
// wxEventLoopImpl message processing
// ----------------------------------------------------------------------------
-void wxEventLoopImpl::ProcessEvent(XEvent *event)
+bool wxEventLoopImpl::ProcessEvent(XEvent *event)
{
// give us the chance to preprocess the message first
- if ( !PreProcessEvent(event) )
- {
- // if it wasn't done, dispatch it to the corresponding window
- if (wxTheApp)
- wxTheApp->ProcessXEvent((WXEvent*) event);
- }
+ if ( PreProcessEvent(event) )
+ return TRUE;
+
+ // if it wasn't done, dispatch it to the corresponding window
+ if (wxTheApp)
+ return wxTheApp->ProcessXEvent((WXEvent*) event);
+
+ return FALSE;
}
bool wxEventLoopImpl::PreProcessEvent(XEvent *event)
// anything else to do
while ( ! Pending() )
{
+#if wxUSE_TIMER
wxTimer::NotifyTimers(); // TODO: is this the correct place for it?
+#endif
if (!m_impl->SendIdleEvent())
{
-#if 0 // wxUSE_THREADS
+#if wxUSE_THREADS
// leave the main loop to give other threads a chance to
// perform their GUI work
wxMutexGuiLeave();
// TODO allowing for threads, as per e.g. wxMSW
+#if 0
XNextEvent((Display*) wxGetDisplay(), & event);
- m_impl->ProcessEvent(& 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 wxUSE_NANOX
+ GR_TIMEOUT timeout = 10; // Milliseconds
+ // Wait for next event, or timeout
+ GrGetNextEventTimeout(& event, timeout);
+
+ // 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());
+ 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
+ {
+ // An event was pending, so get it
+ XNextEvent((Display*) wxGetDisplay(), & event);
+ }
+#endif
+ } else
+ {
+ XNextEvent((Display*) wxGetDisplay(), & event);
+ }
+
+ (void) m_impl->ProcessEvent(& event);
return TRUE;
}