git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@59284 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
		
			
				
	
	
		
			370 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			370 lines
		
	
	
		
			12 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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// RCS-ID:      $Id$
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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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/*
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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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    // trivial, but needed (because of wxEventLoopBase) ctor
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    wxEventLoopBase();
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    // dtor
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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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    // 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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    virtual int Run() = 0;
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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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    virtual void Exit(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
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    virtual void WakeUpIdle();
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        // this virtual function is called  when the application
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        // becomes idle and normally just sends wxIdleEvent to all interested
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        // parties
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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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        // it is an error to call Yield() recursively unless the value of
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        // onlyIfNeeded is true
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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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    virtual bool YieldFor(long eventsToProcess) = 0;
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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_isInsideYield; }
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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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    // 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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    // the pointer to currently active loop
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    static wxEventLoopBase *ms_activeLoop;
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    // YieldFor() helpers:
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    bool m_isInsideYield;
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    long m_eventsToProcessInsideYield;
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    wxDECLARE_NO_COPY_CLASS(wxEventLoopBase);
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};
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#if defined(__WXMSW__) || defined(__WXMAC__) || defined(__WXDFB__) || defined(__UNIX__)
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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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    // enters a loop calling OnNextIteration(), Pending() and Dispatch() and
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    // terminating when Exit() is called
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    virtual int Run();
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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 Exit(int rc = 0);
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protected:
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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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    // should we exit the loop?
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    bool m_shouldExit;
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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 done for MSW only, other ports
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// should follow a.s.a.p.
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#if defined(__WXPALMOS__)
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    #include "wx/palmos/evtloop.h"
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#elif defined(__WXMSW__)
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    #include "wx/msw/evtloop.h"
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#elif defined(__WXMAC__)
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    #include "wx/osx/evtloop.h"
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#elif defined(__WXCOCOA__)
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    #include "wx/cocoa/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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#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 int Run();
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    virtual void Exit(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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    virtual bool YieldFor(long eventsToProcess);
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protected:
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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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// also include the header defining wxConsoleEventLoop for Unix systems
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#if defined(__UNIX__)
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    #include "wx/unix/evtloop.h"
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#endif
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// we use a class rather than a typedef because wxEventLoop is forward-declared
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// in many places
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#if wxUSE_GUI
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    class wxEventLoop : public wxGUIEventLoop { };
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#else // !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(__WXMSW__) || 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
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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()
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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_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_CONSOLE_EVENTLOOP
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#endif // _WX_EVTLOOP_H_
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