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450 lines
15 KiB
C++
450 lines
15 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// Name: wx/evtloop.h
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// Purpose: declares wxEventLoop class
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// Author: Vadim Zeitlin
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// Modified by:
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// Created: 01.06.01
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// Copyright: (c) 2001 Vadim Zeitlin <zeitlin@dptmaths.ens-cachan.fr>
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// Licence: wxWindows licence
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_EVTLOOP_H_
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#define _WX_EVTLOOP_H_
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#include "wx/event.h"
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#include "wx/utils.h"
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// TODO: implement wxEventLoopSource for MSW (it should wrap a HANDLE and be
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// monitored using MsgWaitForMultipleObjects())
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#if defined(__WXOSX__) || (defined(__UNIX__) && !defined(__WINDOWS__))
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#define wxUSE_EVENTLOOP_SOURCE 1
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#else
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#define wxUSE_EVENTLOOP_SOURCE 0
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#endif
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#if wxUSE_EVENTLOOP_SOURCE
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class wxEventLoopSource;
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class wxEventLoopSourceHandler;
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#endif
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/*
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NOTE ABOUT wxEventLoopBase::YieldFor LOGIC
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------------------------------------------
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The YieldFor() function helps to avoid re-entrancy problems and problems
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caused by out-of-order event processing
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(see "wxYield-like problems" and "wxProgressDialog+threading BUG" wx-dev threads).
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The logic behind YieldFor() is simple: it analyzes the queue of the native
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events generated by the underlying GUI toolkit and picks out and processes
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only those matching the given mask.
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It's important to note that YieldFor() is used to selectively process the
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events generated by the NATIVE toolkit.
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Events syntethized by wxWidgets code or by user code are instead selectively
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processed thanks to the logic built into wxEvtHandler::ProcessPendingEvents().
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In fact, when wxEvtHandler::ProcessPendingEvents gets called from inside a
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YieldFor() call, wxEventLoopBase::IsEventAllowedInsideYield is used to decide
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if the pending events for that event handler can be processed.
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If all the pending events associated with that event handler result as "not processable",
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the event handler "delays" itself calling wxEventLoopBase::DelayPendingEventHandler
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(so it's moved: m_handlersWithPendingEvents => m_handlersWithPendingDelayedEvents).
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Last, wxEventLoopBase::ProcessPendingEvents() before exiting moves the delayed
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event handlers back into the list of handlers with pending events
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(m_handlersWithPendingDelayedEvents => m_handlersWithPendingEvents) so that
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a later call to ProcessPendingEvents() (possibly outside the YieldFor() call)
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will process all pending events as usual.
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*/
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// ----------------------------------------------------------------------------
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// wxEventLoopBase: interface for wxEventLoop
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// ----------------------------------------------------------------------------
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class WXDLLIMPEXP_BASE wxEventLoopBase
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{
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public:
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wxEventLoopBase();
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virtual ~wxEventLoopBase();
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// use this to check whether the event loop was successfully created before
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// using it
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virtual bool IsOk() const { return true; }
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// returns true if this is the main loop
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bool IsMain() const;
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#if wxUSE_EVENTLOOP_SOURCE
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// create a new event loop source wrapping the given file descriptor and
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// monitor it for events occurring on this descriptor in all event loops
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static wxEventLoopSource *
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AddSourceForFD(int fd, wxEventLoopSourceHandler *handler, int flags);
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#endif // wxUSE_EVENTLOOP_SOURCE
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// dispatch&processing
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// -------------------
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// start the event loop, return the exit code when it is finished
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//
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// notice that wx ports should override DoRun(), this method is virtual
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// only to allow overriding it in the user code for custom event loops
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virtual int Run();
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// is this event loop running now?
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//
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// notice that even if this event loop hasn't terminated yet but has just
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// spawned a nested (e.g. modal) event loop, this would return false
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bool IsRunning() const;
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// exit from the loop with the given exit code
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//
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// this can be only used to exit the currently running loop, use
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// ScheduleExit() if this might not be the case
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virtual void Exit(int rc = 0);
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// ask the event loop to exit with the given exit code, can be used even if
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// this loop is not running right now but the loop must have been started,
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// i.e. Run() should have been already called
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virtual void ScheduleExit(int rc = 0) = 0;
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// return true if any events are available
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virtual bool Pending() const = 0;
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// dispatch a single event, return false if we should exit from the loop
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virtual bool Dispatch() = 0;
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// same as Dispatch() but doesn't wait for longer than the specified (in
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// ms) timeout, return true if an event was processed, false if we should
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// exit the loop or -1 if timeout expired
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virtual int DispatchTimeout(unsigned long timeout) = 0;
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// implement this to wake up the loop: usually done by posting a dummy event
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// to it (can be called from non main thread)
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virtual void WakeUp() = 0;
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// idle handling
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// -------------
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// make sure that idle events are sent again: this is just an obsolete
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// synonym for WakeUp()
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void WakeUpIdle() { WakeUp(); }
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// this virtual function is called when the application
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// becomes idle and by default it forwards to wxApp::ProcessIdle() and
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// while it can be overridden in a custom event loop, you must call the
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// base class version to ensure that idle events are still generated
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//
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// it should return true if more idle events are needed, false if not
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virtual bool ProcessIdle();
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// Yield-related hooks
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// -------------------
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// process all currently pending events right now
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//
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// if onlyIfNeeded is true, returns false without doing anything else if
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// we're already inside Yield()
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//
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// WARNING: this function is dangerous as it can lead to unexpected
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// reentrancies (i.e. when called from an event handler it
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// may result in calling the same event handler again), use
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// with _extreme_ care or, better, don't use at all!
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bool Yield(bool onlyIfNeeded = false);
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// more selective version of Yield()
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//
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// notice that it is virtual for backwards-compatibility but new code
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// should override DoYieldFor() and not YieldFor() itself
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virtual bool YieldFor(long eventsToProcess);
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// returns true if the main thread is inside a Yield() call
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virtual bool IsYielding() const
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{ return m_yieldLevel != 0; }
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// returns true if events of the given event category should be immediately
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// processed inside a wxApp::Yield() call or rather should be queued for
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// later processing by the main event loop
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virtual bool IsEventAllowedInsideYield(wxEventCategory cat) const
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{ return (m_eventsToProcessInsideYield & cat) != 0; }
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// no SafeYield hooks since it uses wxWindow which is not available when wxUSE_GUI=0
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// active loop
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// -----------
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// return currently active (running) event loop, may be NULL
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static wxEventLoopBase *GetActive() { return ms_activeLoop; }
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// set currently active (running) event loop
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static void SetActive(wxEventLoopBase* loop);
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protected:
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// real implementation of Run()
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virtual int DoRun() = 0;
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// And the real, port-specific, implementation of YieldFor().
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//
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// The base class version is pure virtual to ensure that it is overridden
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// in the derived classes but does have an implementation which processes
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// pending events in wxApp if eventsToProcess allows it, and so should be
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// called from the overridden version at an appropriate place (i.e. after
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// processing the native events but before doing anything else that could
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// be affected by pending events dispatching).
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virtual void DoYieldFor(long eventsToProcess) = 0;
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// this function should be called before the event loop terminates, whether
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// this happens normally (because of Exit() call) or abnormally (because of
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// an exception thrown from inside the loop)
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virtual void OnExit();
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// Return true if we're currently inside our Run(), even if another nested
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// event loop is currently running, unlike IsRunning() (which should have
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// been really called IsActive() but it's too late to change this now).
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bool IsInsideRun() const { return m_isInsideRun; }
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// the pointer to currently active loop
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static wxEventLoopBase *ms_activeLoop;
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// should we exit the loop?
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bool m_shouldExit;
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// incremented each time on entering Yield() and decremented on leaving it
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int m_yieldLevel;
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// the argument of the last call to YieldFor()
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long m_eventsToProcessInsideYield;
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private:
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// this flag is set on entry into Run() and reset before leaving it
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bool m_isInsideRun;
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wxDECLARE_NO_COPY_CLASS(wxEventLoopBase);
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};
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#if defined(__WINDOWS__) || defined(__WXMAC__) || defined(__WXDFB__) || (defined(__UNIX__) && !defined(__WXOSX__))
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// this class can be used to implement a standard event loop logic using
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// Pending() and Dispatch()
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//
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// it also handles idle processing automatically
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class WXDLLIMPEXP_BASE wxEventLoopManual : public wxEventLoopBase
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{
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public:
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wxEventLoopManual();
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// sets the "should exit" flag and wakes up the loop so that it terminates
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// soon
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virtual void ScheduleExit(int rc = 0) wxOVERRIDE;
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protected:
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// enters a loop calling OnNextIteration(), Pending() and Dispatch() and
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// terminating when Exit() is called
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virtual int DoRun() wxOVERRIDE;
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// may be overridden to perform some action at the start of each new event
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// loop iteration
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virtual void OnNextIteration() { }
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// the loop exit code
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int m_exitcode;
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private:
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// process all already pending events and dispatch a new one (blocking
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// until it appears in the event queue if necessary)
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//
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// returns the return value of Dispatch()
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bool ProcessEvents();
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wxDECLARE_NO_COPY_CLASS(wxEventLoopManual);
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};
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#endif // platforms using "manual" loop
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// we're moving away from old m_impl wxEventLoop model as otherwise the user
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// code doesn't have access to platform-specific wxEventLoop methods and this
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// can sometimes be very useful (e.g. under MSW this is necessary for
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// integration with MFC) but currently this is not done for all ports yet (e.g.
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// wxX11) so fall back to the old wxGUIEventLoop definition below for them
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#if defined(__DARWIN__)
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// CoreFoundation-based event loop is currently in wxBase so include it in
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// any case too (although maybe it actually shouldn't be there at all)
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#include "wx/osx/core/evtloop.h"
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#endif
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// include the header defining wxConsoleEventLoop
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#if defined(__UNIX__) && !defined(__WINDOWS__)
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#include "wx/unix/evtloop.h"
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#elif defined(__WINDOWS__)
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#include "wx/msw/evtloopconsole.h"
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#endif
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#if wxUSE_GUI
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// include the appropriate header defining wxGUIEventLoop
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#if defined(__WXMSW__)
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#include "wx/msw/evtloop.h"
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#elif defined(__WXOSX__)
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#include "wx/osx/evtloop.h"
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#elif defined(__WXDFB__)
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#include "wx/dfb/evtloop.h"
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#elif defined(__WXGTK20__)
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#include "wx/gtk/evtloop.h"
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#elif defined(__WXQT__)
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#include "wx/qt/evtloop.h"
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#else // other platform
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#include "wx/stopwatch.h" // for wxMilliClock_t
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class WXDLLIMPEXP_FWD_CORE wxEventLoopImpl;
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class WXDLLIMPEXP_CORE wxGUIEventLoop : public wxEventLoopBase
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{
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public:
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wxGUIEventLoop() { m_impl = NULL; }
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virtual ~wxGUIEventLoop();
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virtual void ScheduleExit(int rc = 0);
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virtual bool Pending() const;
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virtual bool Dispatch();
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virtual int DispatchTimeout(unsigned long timeout)
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{
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// TODO: this is, of course, horribly inefficient and a proper wait with
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// timeout should be implemented for all ports natively...
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const wxMilliClock_t timeEnd = wxGetLocalTimeMillis() + timeout;
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for ( ;; )
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{
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if ( Pending() )
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return Dispatch();
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if ( wxGetLocalTimeMillis() >= timeEnd )
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return -1;
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}
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}
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virtual void WakeUp() { }
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protected:
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virtual int DoRun();
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virtual void DoYieldFor(long eventsToProcess);
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// the pointer to the port specific implementation class
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wxEventLoopImpl *m_impl;
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wxDECLARE_NO_COPY_CLASS(wxGUIEventLoop);
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};
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#endif // platforms
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#endif // wxUSE_GUI
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#if wxUSE_GUI
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// we use a class rather than a typedef because wxEventLoop is
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// forward-declared in many places
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class wxEventLoop : public wxGUIEventLoop { };
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#else // !wxUSE_GUI
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// we can't define wxEventLoop differently in GUI and base libraries so use
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// a #define to still allow writing wxEventLoop in the user code
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#if wxUSE_CONSOLE_EVENTLOOP && (defined(__WINDOWS__) || defined(__UNIX__))
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#define wxEventLoop wxConsoleEventLoop
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#else // we still must define it somehow for the code below...
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#define wxEventLoop wxEventLoopBase
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#endif
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#endif
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inline bool wxEventLoopBase::IsRunning() const { return GetActive() == this; }
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#if wxUSE_GUI && !defined(__WXOSX__)
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// ----------------------------------------------------------------------------
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// wxModalEventLoop
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// ----------------------------------------------------------------------------
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// this is a naive generic implementation which uses wxWindowDisabler to
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// implement modality, we will surely need platform-specific implementations
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// too, this generic implementation is here only temporarily to see how it
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// works
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class WXDLLIMPEXP_CORE wxModalEventLoop : public wxGUIEventLoop
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{
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public:
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wxModalEventLoop(wxWindow *winModal)
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{
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m_windowDisabler = new wxWindowDisabler(winModal);
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}
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protected:
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virtual void OnExit() wxOVERRIDE
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{
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delete m_windowDisabler;
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m_windowDisabler = NULL;
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wxGUIEventLoop::OnExit();
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}
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private:
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wxWindowDisabler *m_windowDisabler;
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};
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#endif //wxUSE_GUI
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// ----------------------------------------------------------------------------
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// wxEventLoopActivator: helper class for wxEventLoop implementations
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// ----------------------------------------------------------------------------
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// this object sets the wxEventLoop given to the ctor as the currently active
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// one and unsets it in its dtor, this is especially useful in presence of
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// exceptions but is more tidy even when we don't use them
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class wxEventLoopActivator
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{
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public:
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wxEventLoopActivator(wxEventLoopBase *evtLoop)
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{
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m_evtLoopOld = wxEventLoopBase::GetActive();
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wxEventLoopBase::SetActive(evtLoop);
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}
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~wxEventLoopActivator()
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{
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// restore the previously active event loop
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wxEventLoopBase::SetActive(m_evtLoopOld);
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}
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private:
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wxEventLoopBase *m_evtLoopOld;
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};
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#if wxUSE_GUI || wxUSE_CONSOLE_EVENTLOOP
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class wxEventLoopGuarantor
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{
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public:
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wxEventLoopGuarantor()
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{
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m_evtLoopNew = NULL;
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if (!wxEventLoop::GetActive())
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{
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m_evtLoopNew = new wxEventLoop;
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wxEventLoop::SetActive(m_evtLoopNew);
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}
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}
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~wxEventLoopGuarantor()
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{
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if (m_evtLoopNew)
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{
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wxEventLoop::SetActive(NULL);
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delete m_evtLoopNew;
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}
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}
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private:
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wxEventLoop *m_evtLoopNew;
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};
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#endif // wxUSE_GUI || wxUSE_CONSOLE_EVENTLOOP
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#endif // _WX_EVTLOOP_H_
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