+
+void wxCFEventLoop::OSXCommonModeObserverCallBack(CFRunLoopObserverRef observer, int activity, void *info)
+{
+ wxCFEventLoop * eventloop = static_cast<wxCFEventLoop *>(info);
+ if ( eventloop )
+ eventloop->CommonModeObserverCallBack(observer, activity);
+}
+
+void wxCFEventLoop::OSXDefaultModeObserverCallBack(CFRunLoopObserverRef observer, int activity, void *info)
+{
+ wxCFEventLoop * eventloop = static_cast<wxCFEventLoop *>(info);
+ if ( eventloop )
+ eventloop->DefaultModeObserverCallBack(observer, activity);
+}
+
+void wxCFEventLoop::CommonModeObserverCallBack(CFRunLoopObserverRef WXUNUSED(observer), int activity)
+{
+ if ( activity & kCFRunLoopBeforeTimers )
+ {
+ // process pending wx events first as they correspond to low-level events
+ // which happened before, i.e. typically pending events were queued by a
+ // previous call to Dispatch() and if we didn't process them now the next
+ // call to it might enqueue them again (as happens with e.g. socket events
+ // which would be generated as long as there is input available on socket
+ // and this input is only removed from it when pending event handlers are
+ // executed)
+
+ if ( wxTheApp )
+ wxTheApp->ProcessPendingEvents();
+ }
+
+ if ( activity & kCFRunLoopBeforeWaiting )
+ {
+ if ( ProcessIdle() )
+ {
+ WakeUp();
+ }
+ else
+ {
+#if wxUSE_THREADS
+ wxMutexGuiLeaveOrEnter();
+#endif
+ }
+ }
+}
+
+void
+wxCFEventLoop::DefaultModeObserverCallBack(CFRunLoopObserverRef WXUNUSED(observer),
+ int WXUNUSED(activity))
+{
+ /*
+ if ( activity & kCFRunLoopBeforeTimers )
+ {
+ }
+
+ if ( activity & kCFRunLoopBeforeWaiting )
+ {
+ }
+ */
+}
+
+
+wxCFEventLoop::wxCFEventLoop()
+{
+ m_shouldExit = false;
+
+ m_runLoop = CFGetCurrentRunLoop();
+
+ CFRunLoopObserverContext ctxt;
+ bzero( &ctxt, sizeof(ctxt) );
+ ctxt.info = this;
+ m_commonModeRunLoopObserver = CFRunLoopObserverCreate( kCFAllocatorDefault, kCFRunLoopBeforeTimers | kCFRunLoopBeforeWaiting , true /* repeats */, 0,
+ (CFRunLoopObserverCallBack) wxCFEventLoop::OSXCommonModeObserverCallBack, &ctxt );
+ CFRunLoopAddObserver(m_runLoop, m_commonModeRunLoopObserver, kCFRunLoopCommonModes);
+ CFRelease(m_commonModeRunLoopObserver);
+
+ m_defaultModeRunLoopObserver = CFRunLoopObserverCreate( kCFAllocatorDefault, kCFRunLoopBeforeTimers | kCFRunLoopBeforeWaiting , true /* repeats */, 0,
+ (CFRunLoopObserverCallBack) wxCFEventLoop::OSXDefaultModeObserverCallBack, &ctxt );
+ CFRunLoopAddObserver(m_runLoop, m_defaultModeRunLoopObserver, kCFRunLoopDefaultMode);
+ CFRelease(m_defaultModeRunLoopObserver);
+}
+
+wxCFEventLoop::~wxCFEventLoop()
+{
+ CFRunLoopRemoveObserver(m_runLoop, m_commonModeRunLoopObserver, kCFRunLoopCommonModes);
+ CFRunLoopRemoveObserver(m_runLoop, m_defaultModeRunLoopObserver, kCFRunLoopDefaultMode);
+}
+
+
+CFRunLoopRef wxCFEventLoop::CFGetCurrentRunLoop() const
+{
+ return CFRunLoopGetCurrent();
+}
+
+void wxCFEventLoop::WakeUp()
+{
+ CFRunLoopWakeUp(m_runLoop);
+}
+
+#if wxUSE_BASE
+
+void wxMacWakeUp()
+{
+ wxEventLoopBase * const loop = wxEventLoopBase::GetActive();
+
+ if ( loop )
+ loop->WakeUp();
+}
+
+#endif
+
+bool wxCFEventLoop::YieldFor(long eventsToProcess)
+{
+#if wxUSE_THREADS
+ // Yielding from a non-gui thread needs to bail out, otherwise we end up
+ // possibly sending events in the thread too.
+ if ( !wxThread::IsMain() )
+ {
+ return true;
+ }
+#endif // wxUSE_THREADS
+
+ m_isInsideYield = true;
+ m_eventsToProcessInsideYield = eventsToProcess;
+
+#if wxUSE_LOG
+ // disable log flushing from here because a call to wxYield() shouldn't
+ // normally result in message boxes popping up &c
+ wxLog::Suspend();
+#endif // wxUSE_LOG
+
+ // process all pending events:
+ while ( DoProcessEvents() == 1 )
+ ;
+
+ // it's necessary to call ProcessIdle() to update the frames sizes which
+ // might have been changed (it also will update other things set from
+ // OnUpdateUI() which is a nice (and desired) side effect)
+ while ( ProcessIdle() ) {}
+
+ // if there are pending events, we must process them.
+ if (wxTheApp)
+ wxTheApp->ProcessPendingEvents();
+
+#if wxUSE_LOG
+ wxLog::Resume();
+#endif // wxUSE_LOG
+ m_isInsideYield = false;
+
+ return true;
+}
+
+// implement/override base class pure virtual
+bool wxCFEventLoop::Pending() const
+{
+ return true;
+}
+
+int wxCFEventLoop::DoProcessEvents()
+{
+ return DispatchTimeout( 0 );
+}
+
+bool wxCFEventLoop::Dispatch()
+{
+ return DoProcessEvents() != 0;
+}
+
+int wxCFEventLoop::DispatchTimeout(unsigned long timeout)
+{
+ if ( !wxTheApp )
+ return 0;
+
+ int status = DoDispatchTimeout(timeout);
+
+ switch( status )
+ {
+ case 0:
+ break;
+ case -1:
+ if ( m_shouldExit )
+ return 0;
+
+ break;
+ case 1:
+ break;
+ }
+
+ return status;
+}
+
+int wxCFEventLoop::DoDispatchTimeout(unsigned long timeout)
+{
+ SInt32 status = CFRunLoopRunInMode(kCFRunLoopDefaultMode, timeout / 1000.0 , true);
+ switch( status )
+ {
+ case kCFRunLoopRunFinished:
+ wxFAIL_MSG( "incorrect run loop state" );
+ break;
+ case kCFRunLoopRunStopped:
+ return 0;
+ break;
+ case kCFRunLoopRunTimedOut:
+ return -1;
+ break;
+ case kCFRunLoopRunHandledSource:
+ default:
+ break;
+ }
+ return 1;
+}
+
+void wxCFEventLoop::DoRun()
+{
+ for ( ;; )
+ {
+ // generate and process idle events for as long as we don't
+ // have anything else to do
+ DoProcessEvents();
+
+ // if the "should exit" flag is set, the loop should terminate
+ // but not before processing any remaining messages so while
+ // Pending() returns true, do process them
+ if ( m_shouldExit )
+ {
+ while ( DoProcessEvents() == 1 )
+ ;
+
+ break;
+ }
+ }
+}
+
+void wxCFEventLoop::DoStop()
+{
+ CFRunLoopStop(CFGetCurrentRunLoop());
+}
+
+// enters a loop calling OnNextIteration(), Pending() and Dispatch() and
+// terminating when Exit() is called
+int wxCFEventLoop::Run()
+{
+ // event loops are not recursive, you need to create another loop!
+ wxCHECK_MSG( !IsRunning(), -1, wxT("can't reenter a message loop") );
+
+ // ProcessIdle() and ProcessEvents() below may throw so the code here should
+ // be exception-safe, hence we must use local objects for all actions we
+ // should undo
+ wxEventLoopActivator activate(this);
+
+ // we must ensure that OnExit() is called even if an exception is thrown
+ // from inside ProcessEvents() but we must call it from Exit() in normal
+ // situations because it is supposed to be called synchronously,
+ // wxModalEventLoop depends on this (so we can't just use ON_BLOCK_EXIT or
+ // something similar here)
+#if wxUSE_EXCEPTIONS
+ for ( ;; )
+ {
+ try
+ {
+#endif // wxUSE_EXCEPTIONS
+
+ DoRun();
+
+#if wxUSE_EXCEPTIONS
+ // exit the outer loop as well
+ break;
+ }
+ catch ( ... )
+ {
+ try
+ {
+ if ( !wxTheApp || !wxTheApp->OnExceptionInMainLoop() )
+ {
+ OnExit();
+ break;
+ }
+ //else: continue running the event loop
+ }
+ catch ( ... )
+ {
+ // OnException() throwed, possibly rethrowing the same
+ // exception again: very good, but we still need OnExit() to
+ // be called
+ OnExit();
+ throw;
+ }
+ }
+ }
+#endif // wxUSE_EXCEPTIONS
+
+ return m_exitcode;
+}
+
+// sets the "should exit" flag and wakes up the loop so that it terminates
+// soon
+void wxCFEventLoop::Exit(int rc)
+{
+ m_exitcode = rc;
+ m_shouldExit = true;
+ DoStop();
+}
+
+// TODO Move to thread_osx.cpp
+
+#if wxUSE_THREADS
+
+// ----------------------------------------------------------------------------
+// GUI Serialization copied from MSW implementation
+// ----------------------------------------------------------------------------
+
+// if it's false, some secondary thread is holding the GUI lock
+static bool gs_bGuiOwnedByMainThread = true;
+
+// critical section which controls access to all GUI functions: any secondary
+// thread (i.e. except the main one) must enter this crit section before doing
+// any GUI calls
+static wxCriticalSection *gs_critsectGui = NULL;
+
+// critical section which protects gs_nWaitingForGui variable
+static wxCriticalSection *gs_critsectWaitingForGui = NULL;
+
+// number of threads waiting for GUI in wxMutexGuiEnter()
+static size_t gs_nWaitingForGui = 0;
+
+void wxOSXThreadModuleOnInit()
+{
+ gs_critsectWaitingForGui = new wxCriticalSection();
+ gs_critsectGui = new wxCriticalSection();
+ gs_critsectGui->Enter();
+}
+
+
+void wxOSXThreadModuleOnExit()
+{
+ if ( gs_critsectGui )
+ {
+ if ( !wxGuiOwnedByMainThread() )
+ {
+ gs_critsectGui->Enter();
+ gs_bGuiOwnedByMainThread = true;
+ }
+
+ gs_critsectGui->Leave();
+ wxDELETE(gs_critsectGui);
+ }
+
+ wxDELETE(gs_critsectWaitingForGui);
+}
+
+
+// wake up the main thread
+void WXDLLIMPEXP_BASE wxWakeUpMainThread()
+{
+ wxMacWakeUp();
+}
+
+void wxMutexGuiEnterImpl()
+{
+ // this would dead lock everything...
+ wxASSERT_MSG( !wxThread::IsMain(),
+ wxT("main thread doesn't want to block in wxMutexGuiEnter()!") );
+
+ // the order in which we enter the critical sections here is crucial!!
+
+ // set the flag telling to the main thread that we want to do some GUI
+ {
+ wxCriticalSectionLocker enter(*gs_critsectWaitingForGui);
+
+ gs_nWaitingForGui++;
+ }
+
+ wxWakeUpMainThread();
+
+ // now we may block here because the main thread will soon let us in
+ // (during the next iteration of OnIdle())
+ gs_critsectGui->Enter();
+}
+
+void wxMutexGuiLeaveImpl()
+{
+ wxCriticalSectionLocker enter(*gs_critsectWaitingForGui);
+
+ if ( wxThread::IsMain() )
+ {
+ gs_bGuiOwnedByMainThread = false;
+ }
+ else
+ {
+ // decrement the number of threads waiting for GUI access now
+ wxASSERT_MSG( gs_nWaitingForGui > 0,
+ wxT("calling wxMutexGuiLeave() without entering it first?") );
+
+ gs_nWaitingForGui--;
+
+ wxWakeUpMainThread();
+ }
+
+ gs_critsectGui->Leave();
+}
+
+void WXDLLIMPEXP_BASE wxMutexGuiLeaveOrEnter()
+{
+ wxASSERT_MSG( wxThread::IsMain(),
+ wxT("only main thread may call wxMutexGuiLeaveOrEnter()!") );
+
+ if ( !gs_critsectWaitingForGui )
+ return;
+
+ wxCriticalSectionLocker enter(*gs_critsectWaitingForGui);
+
+ if ( gs_nWaitingForGui == 0 )
+ {
+ // no threads are waiting for GUI - so we may acquire the lock without
+ // any danger (but only if we don't already have it)
+ if ( !wxGuiOwnedByMainThread() )
+ {
+ gs_critsectGui->Enter();
+
+ gs_bGuiOwnedByMainThread = true;
+ }
+ //else: already have it, nothing to do
+ }
+ else
+ {
+ // some threads are waiting, release the GUI lock if we have it
+ if ( wxGuiOwnedByMainThread() )
+ wxMutexGuiLeave();
+ //else: some other worker thread is doing GUI
+ }
+}
+
+bool WXDLLIMPEXP_BASE wxGuiOwnedByMainThread()
+{
+ return gs_bGuiOwnedByMainThread;
+}
+
+#endif