///////////////////////////////////////////////////////////////////////////////
-// Name: msw/evtloop.cpp
+// Name: src/msw/evtloop.cpp
// Purpose: implements wxEventLoop for MSW
// Author: Vadim Zeitlin
// Modified by:
// Created: 01.06.01
// RCS-ID: $Id$
// Copyright: (c) 2001 Vadim Zeitlin <zeitlin@dptmaths.ens-cachan.fr>
-// License: wxWindows licence
+// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
// ============================================================================
#pragma hdrstop
#endif
+#include "wx/evtloop.h"
+
#ifndef WX_PRECOMP
#if wxUSE_GUI
#include "wx/window.h"
#endif
#include "wx/app.h"
+ #include "wx/log.h"
#endif //WX_PRECOMP
-#include "wx/evtloop.h"
#include "wx/thread.h"
#include "wx/except.h"
#include "wx/msw/private.h"
bool wxMSWEventLoopBase::GetNextMessage(WXMSG* msg)
{
- wxCHECK_MSG( IsRunning(), false, _T("can't get messages if not running") );
-
const BOOL rc = ::GetMessage(msg, NULL, 0, 0);
if ( rc == 0 )
// we don't want to process WM_QUIT from here - it should be processed in
// the main event loop in order to stop it
MSG msg;
+ int nPaintsReceived = 0;
while ( PeekMessage(&msg, (HWND)0, 0, 0, PM_NOREMOVE) &&
msg.message != WM_QUIT )
{
if (msg.message == WM_PAINT)
{
- // WM_PAINT messages are the last ones of the queue...
- break;
+ // NOTE: WM_PAINTs are categorized as wxEVT_CATEGORY_UI
+ if ((eventsToProcess & wxEVT_CATEGORY_UI) == 0)
+ {
+ // this msg is not going to be dispatched...
+ // however WM_PAINT is special: until there are damaged
+ // windows, Windows will keep sending it forever!
+ if (nPaintsReceived > 10)
+ {
+ // we got 10 WM_PAINT consecutive messages...
+ // we must have reached the tail of the message queue:
+ // we're now getting _only_ WM_PAINT events and this will
+ // continue forever (since we don't dispatch them
+ // because of the user-specified eventsToProcess mask)...
+ // break out of this loop!
+ break;
+ }
+ else
+ nPaintsReceived++;
+ }
+ //else: we're going to dispatch it below,
+ // so we don't need to take any special action
+ }
+ else
+ {
+ // reset the counter of consecutive WM_PAINT messages received:
+ nPaintsReceived = 0;
}
// choose a wxEventCategory for this Windows message
wxEventCategory cat;
switch (msg.message)
{
+#if !defined(__WXWINCE__)
case WM_NCMOUSEMOVE:
+
case WM_NCLBUTTONDOWN:
case WM_NCLBUTTONUP:
case WM_NCLBUTTONDBLCLK:
case WM_NCMBUTTONDOWN:
case WM_NCMBUTTONUP:
case WM_NCMBUTTONDBLCLK:
+#endif
case WM_KEYDOWN:
case WM_KEYUP:
case WM_IME_KEYDOWN:
case WM_IME_KEYUP:
+#if !defined(__WXWINCE__)
case WM_MOUSEHOVER:
+ case WM_MOUSELEAVE:
+#endif
#ifdef WM_NCMOUSELEAVE
case WM_NCMOUSELEAVE:
#endif
- case WM_MOUSELEAVE:
case WM_CUT:
case WM_COPY:
{
// 0;WM_USER-1 is the range of message IDs reserved for use
// by the system.
-
// there are too many of these types of messages to handle
// them in this switch
cat = wxEVT_CATEGORY_UI;
}
// if there are pending events, we must process them.
- ProcessPendingEvents();
+ if (wxTheApp)
+ wxTheApp->ProcessPendingEvents();
// put back unprocessed events in the queue
DWORD id = GetCurrentThreadId();
void wxConsoleEventLoop::ProcessMessage(WXMSG *msg)
{
- if ( msg->message == WM_TIMER )
- {
- TIMERPROC proc = (TIMERPROC)msg->lParam;
- if ( proc )
- (*proc)(NULL, 0, msg->wParam, 0);
- }
- else
- {
- ::DispatchMessage(msg);
- }
+ ::DispatchMessage(msg);
}
bool wxConsoleEventLoop::Dispatch()