+#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);