public:
wxGUIEventLoop();
- // implement/override base class pure virtual
- virtual bool Pending() const;
- virtual bool Dispatch();
- virtual int DispatchTimeout(unsigned long timeout);
-
- virtual void WakeUp();
- virtual bool YieldFor(long eventsToProcess);
-
protected:
- virtual CFRunLoopRef CFGetCurrentRunLoop() const;
-
-private:
- // dispatch an event and release it
- void DispatchAndReleaseEvent(EventRef event);
+ virtual int DoDispatchTimeout(unsigned long timeout);
- double m_sleepTime;
};
#endif // _WX_MAC_CARBON_EVTLOOP_H_
{
public:
wxGUIEventLoop();
-
- // implement/override base class pure virtual
- virtual bool Pending() const;
- virtual bool Dispatch();
- virtual int DispatchTimeout(unsigned long timeout);
-
- virtual void WakeUp();
- virtual bool YieldFor(long eventsToProcess);
-
+
protected:
- virtual CFRunLoopRef CFGetCurrentRunLoop() const;
-
-private:
- double m_sleepTime;
+ virtual int DoDispatchTimeout(unsigned long timeout);
+
};
#endif // _WX_OSX_COCOA_EVTLOOP_H_
typedef struct __CFRunLoop * CFRunLoopRef;
-class WXDLLIMPEXP_BASE wxCFEventLoop : public wxEventLoopManual
+class WXDLLIMPEXP_BASE wxCFEventLoop : public wxEventLoopBase
{
public:
+ wxCFEventLoop();
+ virtual ~wxCFEventLoop();
+
+ // 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
+ virtual void Exit(int rc = 0);
+
+ // return true if any events are available
+ virtual bool Pending() const;
+
+ // dispatch a single event, return false if we should exit from the loop
+ virtual bool Dispatch();
+
+ // 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);
+
+ // 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();
+
+ virtual bool YieldFor(long eventsToProcess);
+
#if wxUSE_EVENTLOOP_SOURCE
virtual wxEventLoopSource *
AddSourceForFD(int fd, wxEventLoopSourceHandler *handler, int flags);
protected:
// get the currently executing CFRunLoop
- virtual CFRunLoopRef CFGetCurrentRunLoop() const = 0;
+ virtual CFRunLoopRef CFGetCurrentRunLoop() const;
+
+ virtual int DoDispatchTimeout(unsigned long timeout);
+
+ double m_sleepTime;
+
+ // should we exit the loop?
+ bool m_shouldExit;
+
+ // the loop exit code
+ int m_exitcode;
+
+private:
+ // process all already pending events and dispatch a new one (blocking
+ // until it appears in the event queue if necessary)
+ //
+ // returns the return value of DoDispatchTimeout()
+ int DoProcessEvents();
};
#if wxUSE_GUI
wxGUIEventLoop::wxGUIEventLoop()
{
- m_sleepTime = kEventDurationNoWait;
}
-void wxGUIEventLoop::WakeUp()
-{
- extern void wxMacWakeUp();
-
- wxMacWakeUp();
-}
-
-CFRunLoopRef wxGUIEventLoop::CFGetCurrentRunLoop() const
-{
- return CFRunLoopGetCurrent();
-}
-
-void wxGUIEventLoop::DispatchAndReleaseEvent(EventRef theEvent)
+static void DispatchAndReleaseEvent(EventRef theEvent)
{
if ( wxTheApp )
wxTheApp->MacSetCurrentEvent( theEvent, NULL );
ReleaseEvent( theEvent );
}
-bool wxGUIEventLoop::Pending() const
-{
- EventRef theEvent;
-
- return ReceiveNextEvent
- (
- 0, // we want any event at all so we don't specify neither
- NULL, // the number of event types nor the types themselves
- kEventDurationNoWait,
- false, // don't remove the event from queue
- &theEvent
- ) == noErr;
-}
-
-bool wxGUIEventLoop::Dispatch()
-{
- if ( !wxTheApp )
- return false;
-
- wxMacAutoreleasePool autoreleasepool;
-
- EventRef theEvent;
-
- OSStatus status = ReceiveNextEvent(0, NULL, m_sleepTime, true, &theEvent) ;
-
- switch (status)
- {
- case eventLoopTimedOutErr :
- // process pending wx events before sending idle events
- wxTheApp->ProcessPendingEvents();
- if ( wxTheApp->ProcessIdle() )
- m_sleepTime = kEventDurationNoWait ;
- else
- {
- m_sleepTime = kEventDurationSecond;
-#if wxUSE_THREADS
- wxMutexGuiLeave();
- wxMilliSleep(20);
- wxMutexGuiEnter();
-#endif
- }
- break;
-
- case eventLoopQuitErr :
- // according to QA1061 this may also occur
- // when a WakeUp Process is executed
- break;
-
- default:
- DispatchAndReleaseEvent(theEvent);
- m_sleepTime = kEventDurationNoWait ;
- break;
- }
-
- return true;
-}
-
-int wxGUIEventLoop::DispatchTimeout(unsigned long timeout)
+int wxGUIEventLoop::DoDispatchTimeout(unsigned long timeout)
{
EventRef event;
OSStatus status = ReceiveNextEvent(0, NULL, timeout/1000, true, &event);
return -1;
case eventLoopQuitErr:
+ // according to QA1061 this may also occur
+ // when a WakeUp Process is executed
return 0;
case noErr:
return 1;
}
}
-
-bool wxGUIEventLoop::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 ( Pending() )
- Dispatch();
-
- // 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;
-}
wxGUIEventLoop::wxGUIEventLoop()
{
- m_sleepTime = 0.0;
-}
-
-void wxGUIEventLoop::WakeUp()
-{
- extern void wxMacWakeUp();
-
- wxMacWakeUp();
-}
-
-CFRunLoopRef wxGUIEventLoop::CFGetCurrentRunLoop() const
-{
- NSRunLoop* nsloop = [NSRunLoop currentRunLoop];
- return [nsloop getCFRunLoop];
}
//-----------------------------------------------------------------------------
// events dispatch and loop handling
//-----------------------------------------------------------------------------
+#if 0
+
bool wxGUIEventLoop::Pending() const
{
#if 0
return true;
}
-bool wxGUIEventLoop::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 ( Pending() )
- Dispatch();
-
- // 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;
-}
+#endif
-int wxGUIEventLoop::DispatchTimeout(unsigned long timeout)
+int wxGUIEventLoop::DoDispatchTimeout(unsigned long timeout)
{
wxMacAutoreleasePool autoreleasepool;
untilDate:[NSDate dateWithTimeIntervalSinceNow: timeout/1000]
inMode:NSDefaultRunLoopMode
dequeue: YES];
- if ( !event )
+
+ if ( event == nil )
return -1;
[NSApp sendEvent: event];
- return true;
+ return 1;
}
// Purpose: wxEventLoop implementation common to both Carbon and Cocoa
// Author: Vadim Zeitlin
// Created: 2009-10-18
-// RCS-ID: $Id: wxhead.cpp,v 1.10 2009-06-29 10:23:04 zeitlin Exp $
+// RCS-ID: $Id$
// Copyright: (c) 2009 Vadim Zeitlin <vadim@wxwidgets.org>
// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
#ifndef WX_PRECOMP
#include "wx/log.h"
+ #include "wx/app.h"
#endif
#include "wx/evtloopsrc.h"
#endif // MAC_OS_X_VERSION_MAX_ALLOWED
#endif // wxUSE_EVENTLOOP_SOURCE
+
+wxCFEventLoop::wxCFEventLoop()
+{
+ m_shouldExit = false;
+ m_sleepTime = 0.0;
+}
+
+wxCFEventLoop::~wxCFEventLoop()
+{
+}
+
+
+CFRunLoopRef wxCFEventLoop::CFGetCurrentRunLoop() const
+{
+ return CFGetCurrentRunLoop();
+}
+
+void wxCFEventLoop::WakeUp()
+{
+ extern void wxMacWakeUp();
+
+ wxMacWakeUp();
+}
+
+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()
+{
+ // 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();
+
+ return DispatchTimeout( (unsigned long)(m_sleepTime * 1000.0) );
+}
+
+bool wxCFEventLoop::Dispatch()
+{
+ return DispatchTimeout( (unsigned long)(m_sleepTime * 1000.0) ) != 0;
+}
+
+int wxCFEventLoop::DispatchTimeout(unsigned long timeout)
+{
+ if ( !wxTheApp )
+ return 0;
+
+ wxMacAutoreleasePool autoreleasepool;
+
+ int status = DoDispatchTimeout(timeout);
+
+ switch( status )
+ {
+ case 0:
+ break;
+ case -1:
+ if ( m_shouldExit )
+ return 0;
+
+ if ( ProcessIdle() )
+ m_sleepTime = 0.0 ;
+ else
+ {
+ m_sleepTime = 1.0;
+#if wxUSE_THREADS
+ wxMutexGuiLeave();
+ wxMilliSleep(20);
+ wxMutexGuiEnter();
+#endif
+ }
+ break;
+ case 1:
+ m_sleepTime = 0;
+ 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;
+}
+
+// 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
+ 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;
+ }
+ }
+
+#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;
+ m_sleepTime = 0;
+}
+
+
m_sleepTime = 0.0;
}
-void wxGUIEventLoop::WakeUp()
-{
- extern void wxMacWakeUp();
-
- wxMacWakeUp();
-}
-
-CFRunLoopRef wxGUIEventLoop::CFGetCurrentRunLoop() const
-{
- return CFRunLoopGetCurrent();
-}
-
-bool wxGUIEventLoop::Pending() const
+int wxGUIEventLoop::DoDispatchTimeout(unsigned long timeout)
{
wxMacAutoreleasePool autoreleasepool;
- // a pointer to the event is returned if there is one, or nil if not
- /*
- return [[UIApplication sharedApplication]
- nextEventMatchingMask: NSAnyEventMask
- untilDate: nil
- inMode: NSDefaultRunLoopMode
- dequeue: NO];
- */
- return false;
-}
-
-bool wxGUIEventLoop::Dispatch()
-{
- if ( !wxTheApp )
- return false;
-
- wxMacAutoreleasePool autoreleasepool;
-
-/*
- if(UIEvent *event = [[UIApplication sharedApplication]
- nextEventMatchingMask:NSAnyEventMask
- untilDate:[NSDate dateWithTimeIntervalSinceNow: m_sleepTime]
- inMode:NSDefaultRunLoopMode
- dequeue: YES])
- {
- m_sleepTime = 0.0;
- [[UIApplication sharedApplication] sendEvent: event];
- }
- else
-*/
- {
- if ( wxTheApp->ProcessIdle() )
- m_sleepTime = 0.0 ;
- else
- {
- m_sleepTime = 1.0;
-#if wxUSE_THREADS
- wxMutexGuiLeave();
- wxMilliSleep(20);
- wxMutexGuiEnter();
-#endif
- }
- }
-
- return true;
-}
-bool wxGUIEventLoop::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 ( Pending() )
- Dispatch();
-
- // 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 wxUSE_LOG
- wxLog::Resume();
-#endif // wxUSE_LOG
- m_isInsideYield = false;
-
- return true;
-}
-
-int wxGUIEventLoop::DispatchTimeout(unsigned long timeout)
-{
- wxMacAutoreleasePool autoreleasepool;
/*
UIEvent *event = [[UIApplication sharedApplication]
nextEventMatchingMask:NSAnyEventMask
untilDate:[NSDate dateWithTimeIntervalSinceNow: timeout/1000]
inMode:NSDefaultRunLoopMode
dequeue: YES];
- if ( !event )
+
+ if ( event == nil )
return -1;
[NSApp sendEvent: event];
*/
- return true;
+ return 1;
}