+ virtual void Exit(int rc = 0) = 0;
+
+ // return true if any events are available
+ virtual bool Pending() const = 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;
+
+
+ // 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);
+
+
+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();
+
+ // the pointer to currently active loop
+ static wxEventLoopBase *ms_activeLoop;
+
+ // YieldFor() helpers:
+ bool m_isInsideYield;
+ long m_eventsToProcessInsideYield;
+
+ wxDECLARE_NO_COPY_CLASS(wxEventLoopBase);
+};
+
+#if defined(__WXMSW__) || defined(__WXMAC__) || defined(__WXDFB__) || defined(__UNIX__)
+
+// this class can be used to implement a standard event loop logic using
+// Pending() and Dispatch()
+//
+// it also handles idle processing automatically
+class WXDLLIMPEXP_BASE wxEventLoopManual : public wxEventLoopBase
+{
+public:
+ wxEventLoopManual();
+
+ // enters a loop calling OnNextIteration(), Pending() and Dispatch() and
+ // terminating when Exit() is called
+ virtual int Run();
+
+ // sets the "should exit" flag and wakes up the loop so that it terminates
+ // soon