#ifdef __GNUG__
#pragma implementation "app.h"
- #pragma implementation "appbase.h"
#endif
#include "wx/frame.h"
extern char *wxBuffer;
extern wxList wxPendingDelete;
-#if wxUSE_THREADS
-extern wxList *wxPendingEvents;
-extern wxCriticalSection *wxPendingEventsLocker;
-#endif // wxUSE_THREADS
-
wxApp *wxTheApp = NULL;
wxHashTable *wxWidgetHashTable = NULL;
// GL: I'm annoyed ... I don't know where to put this and I don't want to
// create a module for that as it's part of the core.
#if wxUSE_THREADS
- wxPendingEvents = new wxList();
wxPendingEventsLocker = new wxCriticalSection();
#endif
return;
}
#if 1
- // It seemed before that this hack was redundant and
+ // It seemed before that this hack was redundant and
// key down events were being generated by wxCanvasInputEvent.
// But no longer - why ???
//
// We intercepted and processed the key down event
return;
}
-#endif
+#endif
else
{
XtDispatchEvent(event);
inOnIdle = FALSE;
}
+void wxWakeUpIdle()
+{
+ // **** please implement me! ****
+ // Wake up the idle handler processor, even if it is in another thread...
+}
+
+
// Send idle event to all top-level windows
bool wxApp::SendIdleEvents()
{
}
}
-#if wxUSE_THREADS
-void wxApp::ProcessPendingEvents()
-{
- wxNode *node = wxPendingEvents->First();
- wxCriticalSectionLocker locker(*wxPendingEventsLocker);
-
- while (node)
- {
- wxEvtHandler *handler = (wxEvtHandler *)node->Data();
-
- handler->ProcessPendingEvents();
-
- delete node;
- node = wxPendingEvents->First();
- }
-}
-#endif // wxUSE_THREADS
-
// Create an application context
bool wxApp::OnInitGui()
{