#ifndef _WX_EVTLOOP_H_
#define _WX_EVTLOOP_H_
+#include "wx/event.h"
#include "wx/utils.h"
+/*
+ NOTE ABOUT wxEventLoopBase::YieldFor LOGIC
+ ------------------------------------------
+
+ The YieldFor() function helps to avoid re-entrancy problems and problems
+ caused by out-of-order event processing
+ (see "wxYield-like problems" and "wxProgressDialog+threading BUG" wx-dev threads).
+
+ The logic behind YieldFor() is simple: it analyzes the queue of the native
+ events generated by the underlying GUI toolkit and picks out and processes
+ only those matching the given mask.
+
+ It's important to note that YieldFor() is used to selectively process the
+ events generated by the NATIVE toolkit.
+ Events syntethized by wxWidgets code or by user code are instead selectively
+ processed thanks to the logic built into wxEvtHandler::ProcessPendingEvents().
+ In fact, when wxEvtHandler::ProcessPendingEvents gets called from inside a
+ YieldFor() call, wxEventLoopBase::IsEventAllowedInsideYield is used to decide
+ if the pending events for that event handler can be processed.
+ If all the pending events associated with that event handler result as "not processable",
+ the event handler "delays" itself calling wxEventLoopBase::DelayPendingEventHandler
+ (so it's moved: m_handlersWithPendingEvents => m_handlersWithPendingDelayedEvents).
+ Last, wxEventLoopBase::ProcessPendingEvents() before exiting moves the delayed
+ event handlers back into the list of handlers with pending events
+ (m_handlersWithPendingDelayedEvents => m_handlersWithPendingEvents) so that
+ a later call to ProcessPendingEvents() (possibly outside the YieldFor() call)
+ will process all pending events as usual.
+*/
+
// ----------------------------------------------------------------------------
// wxEventLoopBase: interface for wxEventLoop
// ----------------------------------------------------------------------------
{
public:
// trivial, but needed (because of wxEventLoopBase) ctor
- wxEventLoopBase() { }
+ wxEventLoopBase();
// dtor
virtual ~wxEventLoopBase() { }
// using it
virtual bool IsOk() const { return true; }
+ // returns true if this is the main loop
+ bool IsMain() const;
+
+
+ // dispatch&processing
+ // -------------------
+
// start the event loop, return the exit code when it is finished
virtual int Run() = 0;
+ // is this event loop running now?
+ //
+ // notice that even if this event loop hasn't terminated yet but has just
+ // spawned a nested (e.g. modal) event loop, this would return false
+ bool IsRunning() const;
+
// exit from the loop with the given exit code
virtual void Exit(int rc = 0) = 0;
// dispatch a single event, return false if we should exit from the loop
virtual bool Dispatch() = 0;
+ // same as Dispatch() but doesn't wait for longer than the specified (in
+ // ms) timeout, return true if an event was processed, false if we should
+ // exit the loop or -1 if timeout expired
+ virtual int DispatchTimeout(unsigned long timeout) = 0;
+
+ // implement this to wake up the loop: usually done by posting a dummy event
+ // to it (can be called from non main thread)
+ virtual void WakeUp() = 0;
+
+
+ // pending events
+ // --------------
+
+ // process all events in the wxHandlersWithPendingEvents list -- it is necessary
+ // to call this function to process posted events. This happens during each
+ // event loop iteration in GUI mode but if there is no main loop, it may be
+ // also called directly.
+ virtual void ProcessPendingEvents();
+
+ // check if there are pending events on global pending event list
+ bool HasPendingEvents() const;
+
+ // temporary suspends processing of the pending events
+ void SuspendProcessingOfPendingEvents();
+
+ // resume processing of the pending events previously stopped because of a
+ // call to SuspendProcessingOfPendingEvents()
+ void ResumeProcessingOfPendingEvents();
+
+ // called by ~wxEvtHandler to (eventually) remove the handler from the list of
+ // the handlers with pending events
+ void RemovePendingEventHandler(wxEvtHandler* toRemove);
+
+ // adds an event handler to the list of the handlers with pending events
+ void AppendPendingEventHandler(wxEvtHandler* toAppend);
+
+ // moves the event handler from the list of the handlers with pending events
+ //to the list of the handlers with _delayed_ pending events
+ void DelayPendingEventHandler(wxEvtHandler* toDelay);
+
+
+ // idle handling
+ // -------------
+
+ // make sure that idle events are sent again
+ virtual void WakeUpIdle();
+
+ // this virtual function is called when the application
+ // becomes idle and normally just sends wxIdleEvent to all interested
+ // parties
+ //
+ // it should return true if more idle events are needed, false if not
+ virtual bool ProcessIdle();
+
+
+ // Yield-related hooks
+ // -------------------
+
+ // process all currently pending events right now
+ //
+ // it is an error to call Yield() recursively unless the value of
+ // onlyIfNeeded is true
+ //
+ // WARNING: this function is dangerous as it can lead to unexpected
+ // reentrancies (i.e. when called from an event handler it
+ // may result in calling the same event handler again), use
+ // with _extreme_ care or, better, don't use at all!
+ bool Yield(bool onlyIfNeeded = false);
+ virtual bool YieldFor(long eventsToProcess) = 0;
+
+ // returns true if the main thread is inside a Yield() call
+ virtual bool IsYielding() const
+ { return m_isInsideYield; }
+
+ // returns true if events of the given event category should be immediately
+ // processed inside a wxApp::Yield() call or rather should be queued for
+ // later processing by the main event loop
+ virtual bool IsEventAllowedInsideYield(wxEventCategory cat) const
+ { return (m_eventsToProcessInsideYield & cat) != 0; }
+
+ // no SafeYield hooks since it uses wxWindow which is not available when wxUSE_GUI=0
+
+
+ // active loop
+ // -----------
+
// return currently active (running) event loop, may be NULL
static wxEventLoopBase *GetActive() { return ms_activeLoop; }
// set currently active (running) event loop
- static void SetActive(wxEventLoopBase* loop) { ms_activeLoop = loop; }
+ static void SetActive(wxEventLoopBase* loop);
- // is this event loop running now?
- //
- // notice that even if this event loop hasn't terminated yet but has just
- // spawned a nested (e.g. modal) event loop, this would return false
- bool IsRunning() const;
-
- // implement this to wake up the loop: usually done by posting a dummy event
- // to it (can be called from non main thread)
- virtual void WakeUp() = 0;
protected:
// this function should be called before the event loop terminates, whether
// this happens normally (because of Exit() call) or abnormally (because of
// an exception thrown from inside the loop)
- virtual void OnExit() { }
-
+ virtual void OnExit();
// the pointer to currently active loop
static wxEventLoopBase *ms_activeLoop;
- DECLARE_NO_COPY_CLASS(wxEventLoopBase)
+ // the array of the handlers with pending events which needs to be processed
+ // inside ProcessPendingEvents()
+ wxEvtHandlerArray m_handlersWithPendingEvents;
+
+ // helper array used by ProcessPendingEvents()
+ wxEvtHandlerArray m_handlersWithPendingDelayedEvents;
+
+#if wxUSE_THREADS
+ // this critical section protects both the lists above
+ wxCriticalSection m_handlersWithPendingEventsLocker;
+#endif
+
+ // Yield() helpers:
+ bool m_isInsideYield;
+ long m_eventsToProcessInsideYield;
+
+ wxDECLARE_NO_COPY_CLASS(wxEventLoopBase);
};
#if defined(__WXMSW__) || defined(__WXMAC__) || defined(__WXDFB__) || defined(__UNIX__)
#elif defined(__WXMSW__)
#include "wx/msw/evtloop.h"
#elif defined(__WXMAC__)
- #include "wx/mac/evtloop.h"
+ #include "wx/osx/evtloop.h"
+#elif defined(__WXCOCOA__)
+ #include "wx/cocoa/evtloop.h"
#elif defined(__WXDFB__)
#include "wx/dfb/evtloop.h"
+#elif defined(__WXGTK20__)
+ #include "wx/gtk/evtloop.h"
#else // other platform
+#include "wx/stopwatch.h" // for wxMilliClock_t
+
class WXDLLIMPEXP_FWD_CORE wxEventLoopImpl;
-class WXDLLEXPORT wxGUIEventLoop : public wxEventLoopBase
+class WXDLLIMPEXP_CORE wxGUIEventLoop : public wxEventLoopBase
{
public:
wxGUIEventLoop() { m_impl = NULL; }
virtual void Exit(int rc = 0);
virtual bool Pending() const;
virtual bool Dispatch();
+ virtual int DispatchTimeout(unsigned long timeout)
+ {
+ // TODO: this is, of course, horribly inefficient and a proper wait with
+ // timeout should be implemented for all ports natively...
+ const wxMilliClock_t timeEnd = wxGetLocalTimeMillis() + timeout;
+ for ( ;; )
+ {
+ if ( Pending() )
+ return Dispatch();
+
+ if ( wxGetLocalTimeMillis() >= timeEnd )
+ return -1;
+ }
+ }
virtual void WakeUp() { }
+ virtual bool YieldFor(long eventsToProcess);
protected:
// the pointer to the port specific implementation class
wxEventLoopImpl *m_impl;
- DECLARE_NO_COPY_CLASS(wxGUIEventLoop)
+ wxDECLARE_NO_COPY_CLASS(wxGUIEventLoop);
};
#endif // platforms
#else // !GUI
// we can't define wxEventLoop differently in GUI and base libraries so use
// a #define to still allow writing wxEventLoop in the user code
- #if defined(__WXMSW__) || defined(__UNIX__)
+ #if wxUSE_CONSOLE_EVENTLOOP && (defined(__WXMSW__) || defined(__UNIX__))
#define wxEventLoop wxConsoleEventLoop
#else // we still must define it somehow for the code below...
#define wxEventLoop wxEventLoopBase
// implement modality, we will surely need platform-specific implementations
// too, this generic implementation is here only temporarily to see how it
// works
-class WXDLLEXPORT wxModalEventLoop : public wxGUIEventLoop
+class WXDLLIMPEXP_CORE wxModalEventLoop : public wxGUIEventLoop
{
public:
wxModalEventLoop(wxWindow *winModal)
wxEventLoopBase *m_evtLoopOld;
};
+#if wxUSE_CONSOLE_EVENTLOOP
+
+class wxEventLoopGuarantor
+{
+public:
+ wxEventLoopGuarantor()
+ {
+ m_evtLoopNew = NULL;
+ if (!wxEventLoop::GetActive())
+ {
+ m_evtLoopNew = new wxEventLoop;
+ wxEventLoop::SetActive(m_evtLoopNew);
+ }
+ }
+
+ ~wxEventLoopGuarantor()
+ {
+ if (m_evtLoopNew)
+ {
+ wxEventLoop::SetActive(NULL);
+ delete m_evtLoopNew;
+ }
+ }
+
+private:
+ wxEventLoop *m_evtLoopNew;
+};
+
+#endif // wxUSE_CONSOLE_EVENTLOOP
+
#endif // _WX_EVTLOOP_H_