+#if defined(__DARWIN__)
+ // CoreFoundation-based event loop is currently in wxBase so include it in
+ // any case too (although maybe it actually shouldn't be there at all)
+ #include "wx/osx/core/evtloop.h"
+#endif
+
+// include the header defining wxConsoleEventLoop
+#if defined(__UNIX__) && !defined(__WXMSW__)
+ #include "wx/unix/evtloop.h"
+#elif defined(__WINDOWS__)
+ #include "wx/msw/evtloopconsole.h"
+#endif
+
+#if wxUSE_GUI
+
+// include the appropriate header defining wxGUIEventLoop
+
+#if defined(__WXMSW__)
+ #include "wx/msw/evtloop.h"
+#elif defined(__WXCOCOA__)
+ #include "wx/cocoa/evtloop.h"
+#elif defined(__WXOSX__)
+ #include "wx/osx/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 WXDLLIMPEXP_CORE wxGUIEventLoop : public wxEventLoopBase
+{
+public:
+ wxGUIEventLoop() { m_impl = NULL; }
+ virtual ~wxGUIEventLoop();
+
+ virtual void ScheduleExit(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:
+ virtual int DoRun();
+
+ // the pointer to the port specific implementation class
+ wxEventLoopImpl *m_impl;
+
+ wxDECLARE_NO_COPY_CLASS(wxGUIEventLoop);
+};
+
+#endif // platforms
+
+#endif // wxUSE_GUI
+
+#if wxUSE_GUI
+ // we use a class rather than a typedef because wxEventLoop is
+ // forward-declared in many places
+ class wxEventLoop : public wxGUIEventLoop { };
+#else // !wxUSE_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 wxUSE_CONSOLE_EVENTLOOP && (defined(__WINDOWS__) || defined(__UNIX__))
+ #define wxEventLoop wxConsoleEventLoop
+ #else // we still must define it somehow for the code below...
+ #define wxEventLoop wxEventLoopBase
+ #endif
+#endif
+
+inline bool wxEventLoopBase::IsRunning() const { return GetActive() == this; }
+
+#if wxUSE_GUI && !defined(__WXOSX__)
+// ----------------------------------------------------------------------------
+// wxModalEventLoop
+// ----------------------------------------------------------------------------
+
+// this is a naive generic implementation which uses wxWindowDisabler to
+// implement modality, we will surely need platform-specific implementations
+// too, this generic implementation is here only temporarily to see how it
+// works
+class WXDLLIMPEXP_CORE wxModalEventLoop : public wxGUIEventLoop
+{
+public:
+ wxModalEventLoop(wxWindow *winModal)
+ {
+ m_windowDisabler = new wxWindowDisabler(winModal);
+ }
+
+protected:
+ virtual void OnExit()
+ {
+ delete m_windowDisabler;
+ m_windowDisabler = NULL;
+
+ wxGUIEventLoop::OnExit();
+ }
+
+private:
+ wxWindowDisabler *m_windowDisabler;