/////////////////////////////////////////////////////////////////////////////// // Name: os2/evtloop.cpp // Purpose: implements wxEventLoop for PM // Author: Vadim Zeitlin // Modified by: // Created: 01.06.01 // RCS-ID: $Id$ // Copyright: (c) 2001 Vadim Zeitlin // License: wxWindows licence /////////////////////////////////////////////////////////////////////////////// // ============================================================================ // declarations // ============================================================================ // ---------------------------------------------------------------------------- // headers // ---------------------------------------------------------------------------- #ifdef __GNUG__ #pragma implementation "evtloop.h" #endif // For compilers that support precompilation, includes "wx.h". #include "wx/wxprec.h" #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include "wx/window.h" #include "wx/app.h" #endif //WX_PRECOMP #include "wx/evtloop.h" #include "wx/tooltip.h" #include "wx/os2/private.h" #if wxUSE_THREADS // define the array of QMSG strutures WX_DECLARE_OBJARRAY(QMSG, wxMsgArray); // VS: this is a bit dirty - it duplicates same declaration in app.cpp // (and there's no WX_DEFINE_OBJARRAY for that reason - it is already // defined in app.cpp). #endif extern HAB vHabMain; // ---------------------------------------------------------------------------- // wxEventLoopImpl // ---------------------------------------------------------------------------- class WXDLLEXPORT wxEventLoopImpl { public: // ctor wxEventLoopImpl() { SetExitCode(0); } // process a message void ProcessMessage(QMSG *msg); // generate an idle message, return TRUE if more idle time requested bool SendIdleMessage(); // set/get the exit code void SetExitCode(int exitcode) { m_exitcode = exitcode; } int GetExitCode() const { return m_exitcode; } private: // preprocess a message, return TRUE if processed (i.e. no further // dispatching required) bool PreProcessMessage(QMSG *msg); // the exit code of the event loop int m_exitcode; }; // ============================================================================ // wxEventLoopImpl implementation // ============================================================================ // ---------------------------------------------------------------------------- // wxEventLoopImpl message processing // ---------------------------------------------------------------------------- void wxEventLoopImpl::ProcessMessage(QMSG *msg) { // give us the chance to preprocess the message first if ( !PreProcessMessage(msg) ) { // if it wasn't done, dispatch it to the corresponding window ::WinDispatchMsg(vHabMain, msg); } } bool wxEventLoopImpl::PreProcessMessage(QMSG *msg) { HWND hWnd = msg->hwnd; wxWindow *wndThis = wxFindWinFromHandle((WXHWND)hWnd); #if wxUSE_TOOLTIPS // we must relay WM_MOUSEMOVE events to the tooltip ctrl if we want it to // popup the tooltip bubbles if ( wndThis && (msg->message == WM_MOUSEMOVE) ) { wxToolTip *tt = wndThis->GetToolTip(); if ( tt ) { tt->RelayEvent((WXMSG *)msg); } } #endif // wxUSE_TOOLTIPS // try translations first; find the youngest window with a translation // table. wxWindow *wnd; for ( wnd = wndThis; wnd; wnd = wnd->GetParent() ) { if ( wnd->OS2TranslateMessage((WXMSG *)msg) ) return TRUE; } // Anyone for a non-translation message? Try youngest descendants first. for ( wnd = wndThis; wnd; wnd = wnd->GetParent() ) { if ( wnd->OS2ProcessMessage((WXMSG *)msg) ) return TRUE; } return FALSE; } // ---------------------------------------------------------------------------- // wxEventLoopImpl idle event processing // ---------------------------------------------------------------------------- bool wxEventLoopImpl::SendIdleMessage() { wxIdleEvent event; bool processed = wxTheApp->ProcessEvent(event) ; wxUpdateUIEvent::ResetUpdateTime(); return processed && event.MoreRequested(); } // ============================================================================ // wxEventLoop implementation // ============================================================================ wxEventLoop *wxEventLoop::ms_activeLoop = NULL; // ---------------------------------------------------------------------------- // wxEventLoop running and exiting // ---------------------------------------------------------------------------- wxEventLoop::~wxEventLoop() { wxASSERT_MSG( !m_impl, _T("should have been deleted in Run()") ); } bool wxEventLoop::IsRunning() const { return m_impl != NULL; } int wxEventLoop::Run() { // event loops are not recursive, you need to create another loop! wxCHECK_MSG( !IsRunning(), -1, _T("can't reenter a message loop") ); m_impl = new wxEventLoopImpl; wxEventLoop *oldLoop = ms_activeLoop; ms_activeLoop = this; for ( ;; ) { #if wxUSE_THREADS wxMutexGuiLeaveOrEnter(); #endif // wxUSE_THREADS // generate and process idle events for as long as we don't have // anything else to do while ( !Pending() && m_impl->SendIdleMessage() ) ; // a message came or no more idle processing to do, sit in Dispatch() // waiting for the next message if ( !Dispatch() ) { // we got WM_QUIT break; } } int exitcode = m_impl->GetExitCode(); delete m_impl; m_impl = NULL; ms_activeLoop = oldLoop; return exitcode; } void wxEventLoop::Exit(int rc) { wxCHECK_RET( IsRunning(), _T("can't call Exit() if not running") ); m_impl->SetExitCode(rc); ::WinPostMsg(NULL, WM_QUIT, 0, 0); } // ---------------------------------------------------------------------------- // wxEventLoop message processing dispatching // ---------------------------------------------------------------------------- bool wxEventLoop::Pending() const { QMSG msg; return ::WinPeekMsg(vHabMain, &msg, 0, 0, 0, PM_NOREMOVE) != 0; } bool wxEventLoop::Dispatch() { wxCHECK_MSG( IsRunning(), FALSE, _T("can't call Dispatch() if not running") ); QMSG msg; BOOL rc = ::WinGetMsg(vHabMain, &msg, (HWND) NULL, 0, 0); if ( rc == 0 ) { // got WM_QUIT return FALSE; } if ( rc == -1 ) { // should never happen, but let's test for it nevertheless wxLogLastError(wxT("GetMessage")); // still break from the loop return FALSE; } #if wxUSE_THREADS wxASSERT_MSG( wxThread::IsMain(), wxT("only the main thread can process Windows messages") ); static bool s_hadGuiLock = TRUE; static wxMsgArray s_aSavedMessages; // if a secondary thread owning the mutex is doing GUI calls, save all // messages for later processing - we can't process them right now because // it will lead to recursive library calls (and we're not reentrant) if ( !wxGuiOwnedByMainThread() ) { s_hadGuiLock = FALSE; // leave out WM_COMMAND messages: too dangerous, sometimes // the message will be processed twice if ( !wxIsWaitingForThread() || msg.message != WM_COMMAND ) { s_aSavedMessages.Add(msg); } return TRUE; } else { // have we just regained the GUI lock? if so, post all of the saved // messages // // FIXME of course, it's not _exactly_ the same as processing the // messages normally - expect some things to break... if ( !s_hadGuiLock ) { s_hadGuiLock = TRUE; size_t count = s_aSavedMessages.Count(); for ( size_t n = 0; n < count; n++ ) { MSG& msg = s_aSavedMessages[n]; m_impl->ProcessMessage(&msg); } s_aSavedMessages.Empty(); } } #endif // wxUSE_THREADS m_impl->ProcessMessage(&msg); return TRUE; }