git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@57799 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
413 lines
11 KiB
C++
413 lines
11 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// Name: msw/evtloop.cpp
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// Purpose: implements wxEventLoop for MSW
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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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// RCS-ID: $Id$
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// Copyright: (c) 2001 Vadim Zeitlin <zeitlin@dptmaths.ens-cachan.fr>
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// License: wxWindows licence
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///////////////////////////////////////////////////////////////////////////////
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// ============================================================================
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// declarations
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// ============================================================================
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// ----------------------------------------------------------------------------
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// headers
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// ----------------------------------------------------------------------------
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// For compilers that support precompilation, includes "wx.h".
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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#pragma hdrstop
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#endif
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#ifndef WX_PRECOMP
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#if wxUSE_GUI
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#include "wx/window.h"
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#endif
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#include "wx/app.h"
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#endif //WX_PRECOMP
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#include "wx/evtloop.h"
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#include "wx/thread.h"
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#include "wx/except.h"
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#include "wx/ptr_scpd.h"
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#include "wx/msw/private.h"
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#if wxUSE_GUI
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#include "wx/tooltip.h"
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#if wxUSE_THREADS
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// define the list of MSG strutures
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WX_DECLARE_LIST(MSG, wxMsgList);
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#include "wx/listimpl.cpp"
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WX_DEFINE_LIST(wxMsgList)
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#endif // wxUSE_THREADS
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#endif //wxUSE_GUI
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#if wxUSE_BASE
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// ============================================================================
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// wxMSWEventLoopBase implementation
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// ============================================================================
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// ----------------------------------------------------------------------------
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// ctor/dtor
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// ----------------------------------------------------------------------------
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wxMSWEventLoopBase::wxMSWEventLoopBase()
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{
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m_shouldExit = false;
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m_exitcode = 0;
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}
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// ----------------------------------------------------------------------------
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// wxEventLoop message processing dispatching
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// ----------------------------------------------------------------------------
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bool wxMSWEventLoopBase::Pending() const
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{
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MSG msg;
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return ::PeekMessage(&msg, 0, 0, 0, PM_NOREMOVE) != 0;
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}
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bool wxMSWEventLoopBase::GetNextMessage(WXMSG* msg)
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{
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wxCHECK_MSG( IsRunning(), false, _T("can't get messages if not running") );
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const BOOL rc = ::GetMessage(msg, NULL, 0, 0);
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if ( rc == 0 )
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{
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// got WM_QUIT
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return false;
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}
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if ( rc == -1 )
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{
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// should never happen, but let's test for it nevertheless
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wxLogLastError(wxT("GetMessage"));
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// still break from the loop
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return false;
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}
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return true;
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}
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int wxMSWEventLoopBase::GetNextMessageTimeout(WXMSG *msg, unsigned long timeout)
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{
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// MsgWaitForMultipleObjects() won't notice any input which was already
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// examined (e.g. using PeekMessage()) but not yet removed from the queue
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// so we need to remove any immediately messages manually
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//
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// NB: using MsgWaitForMultipleObjectsEx() could simplify the code here but
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// it is not available in very old Windows versions
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if ( !::PeekMessage(msg, 0, 0, 0, PM_REMOVE) )
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{
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// we use this function just in order to not block longer than the
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// given timeout, so we don't pass any handles to it at all
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DWORD rc = ::MsgWaitForMultipleObjects
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(
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0, NULL,
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FALSE,
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timeout,
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QS_ALLINPUT
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);
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switch ( rc )
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{
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default:
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wxLogDebug("unexpected MsgWaitForMultipleObjects() return "
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"value %lu", rc);
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// fall through
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case WAIT_TIMEOUT:
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return -1;
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case WAIT_OBJECT_0:
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if ( !::PeekMessage(msg, 0, 0, 0, PM_REMOVE) )
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{
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// somehow it may happen that MsgWaitForMultipleObjects()
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// returns true but there are no messages -- just treat it
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// the same as timeout then
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return -1;
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}
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break;
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}
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}
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return msg->message != WM_QUIT;
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}
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#endif // wxUSE_BASE
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#if wxUSE_GUI
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// ============================================================================
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// GUI wxEventLoop implementation
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// ============================================================================
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wxWindowMSW *wxGUIEventLoop::ms_winCritical = NULL;
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bool wxGUIEventLoop::IsChildOfCriticalWindow(wxWindowMSW *win)
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{
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while ( win )
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{
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if ( win == ms_winCritical )
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return true;
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win = win->GetParent();
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}
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return false;
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}
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bool wxGUIEventLoop::PreProcessMessage(WXMSG *msg)
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{
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HWND hwnd = msg->hwnd;
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wxWindow *wndThis = wxGetWindowFromHWND((WXHWND)hwnd);
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wxWindow *wnd;
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// this might happen if we're in a modeless dialog, or if a wx control has
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// children which themselves were not created by wx (i.e. wxActiveX control children)
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if ( !wndThis )
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{
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while ( hwnd && (::GetWindowLong(hwnd, GWL_STYLE) & WS_CHILD ))
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{
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hwnd = ::GetParent(hwnd);
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// If the control has a wx parent, break and give the parent a chance
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// to process the window message
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wndThis = wxGetWindowFromHWND((WXHWND)hwnd);
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if (wndThis != NULL)
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break;
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}
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if ( !wndThis )
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{
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// this may happen if the event occurred in a standard modeless dialog (the
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// only example of which I know of is the find/replace dialog) - then call
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// IsDialogMessage() to make TAB navigation in it work
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// NOTE: IsDialogMessage() just eats all the messages (i.e. returns true for
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// them) if we call it for the control itself
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return hwnd && ::IsDialogMessage(hwnd, msg) != 0;
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}
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}
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if ( !AllowProcessing(wndThis) )
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{
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// not a child of critical window, so we eat the event but take care to
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// stop an endless stream of WM_PAINTs which would have resulted if we
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// didn't validate the invalidated part of the window
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if ( msg->message == WM_PAINT )
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::ValidateRect(hwnd, NULL);
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return true;
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}
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#if wxUSE_TOOLTIPS
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// we must relay WM_MOUSEMOVE events to the tooltip ctrl if we want it to
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// popup the tooltip bubbles
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if ( msg->message == WM_MOUSEMOVE )
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{
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// we should do it if one of window children has an associated tooltip
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// (and not just if the window has a tooltip itself)
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if ( wndThis->HasToolTips() )
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wxToolTip::RelayEvent((WXMSG *)msg);
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}
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#endif // wxUSE_TOOLTIPS
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// allow the window to prevent certain messages from being
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// translated/processed (this is currently used by wxTextCtrl to always
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// grab Ctrl-C/V/X, even if they are also accelerators in some parent)
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if ( !wndThis->MSWShouldPreProcessMessage((WXMSG *)msg) )
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{
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return false;
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}
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// try translations first: the accelerators override everything
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for ( wnd = wndThis; wnd; wnd = wnd->GetParent() )
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{
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if ( wnd->MSWTranslateMessage((WXMSG *)msg))
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return true;
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// stop at first top level window, i.e. don't try to process the key
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// strokes originating in a dialog using the accelerators of the parent
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// frame - this doesn't make much sense
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if ( wnd->IsTopLevel() )
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break;
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}
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// now try the other hooks (kbd navigation is handled here)
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for ( wnd = wndThis; wnd; wnd = wnd->GetParent() )
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{
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if ( wnd->MSWProcessMessage((WXMSG *)msg) )
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return true;
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// also stop at first top level window here, just as above because
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// if we don't do this, pressing ESC on a modal dialog shown as child
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// of a modal dialog with wxID_CANCEL will cause the parent dialog to
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// be closed, for example
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if ( wnd->IsTopLevel() )
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break;
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}
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// no special preprocessing for this message, dispatch it normally
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return false;
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}
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void wxGUIEventLoop::ProcessMessage(WXMSG *msg)
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{
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// give us the chance to preprocess the message first
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if ( !PreProcessMessage(msg) )
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{
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// if it wasn't done, dispatch it to the corresponding window
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::TranslateMessage(msg);
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::DispatchMessage(msg);
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}
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}
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bool wxGUIEventLoop::Dispatch()
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{
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MSG msg;
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if ( !GetNextMessage(&msg) )
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return false;
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#if wxUSE_THREADS
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wxASSERT_MSG( wxThread::IsMain(),
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wxT("only the main thread can process Windows messages") );
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static bool s_hadGuiLock = true;
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static wxMsgList s_aSavedMessages;
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// if a secondary thread owning the mutex is doing GUI calls, save all
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// messages for later processing - we can't process them right now because
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// it will lead to recursive library calls (and we're not reentrant)
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if ( !wxGuiOwnedByMainThread() )
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{
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s_hadGuiLock = false;
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// leave out WM_COMMAND messages: too dangerous, sometimes
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// the message will be processed twice
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if ( !wxIsWaitingForThread() || msg.message != WM_COMMAND )
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{
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MSG* pMsg = new MSG(msg);
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s_aSavedMessages.Append(pMsg);
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}
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return true;
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}
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else
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{
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// have we just regained the GUI lock? if so, post all of the saved
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// messages
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//
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// FIXME of course, it's not _exactly_ the same as processing the
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// messages normally - expect some things to break...
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if ( !s_hadGuiLock )
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{
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s_hadGuiLock = true;
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wxMsgList::compatibility_iterator node = s_aSavedMessages.GetFirst();
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while (node)
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{
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MSG* pMsg = node->GetData();
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s_aSavedMessages.Erase(node);
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ProcessMessage(pMsg);
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delete pMsg;
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node = s_aSavedMessages.GetFirst();
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}
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}
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}
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#endif // wxUSE_THREADS
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ProcessMessage(&msg);
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return true;
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}
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int wxGUIEventLoop::DispatchTimeout(unsigned long timeout)
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{
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MSG msg;
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int rc = GetNextMessageTimeout(&msg, timeout);
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if ( rc != 1 )
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return rc;
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ProcessMessage(&msg);
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return 1;
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}
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void wxGUIEventLoop::OnNextIteration()
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{
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#if wxUSE_THREADS
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wxMutexGuiLeaveOrEnter();
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#endif // wxUSE_THREADS
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}
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void wxGUIEventLoop::WakeUp()
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{
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::PostMessage(NULL, WM_NULL, 0, 0);
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}
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#else // !wxUSE_GUI
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#if wxUSE_CONSOLE_EVENTLOOP
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void wxConsoleEventLoop::WakeUp()
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{
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#if wxUSE_THREADS
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wxWakeUpMainThread();
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#endif
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}
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void wxConsoleEventLoop::ProcessMessage(WXMSG *msg)
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{
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if ( msg->message == WM_TIMER )
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{
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TIMERPROC proc = (TIMERPROC)msg->lParam;
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if ( proc )
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(*proc)(NULL, 0, msg->wParam, 0);
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}
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else
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{
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::DispatchMessage(msg);
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}
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}
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bool wxConsoleEventLoop::Dispatch()
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{
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MSG msg;
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if ( !GetNextMessage(&msg) )
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return false;
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ProcessMessage(&msg);
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return !m_shouldExit;
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}
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int wxConsoleEventLoop::DispatchTimeout(unsigned long timeout)
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{
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MSG msg;
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int rc = GetNextMessageTimeout(&msg, timeout);
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if ( rc != 1 )
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return rc;
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ProcessMessage(&msg);
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return !m_shouldExit;
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}
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#endif // wxUSE_CONSOLE_EVENTLOOP
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#endif //wxUSE_GUI
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