Files
wxWidgets/src/osx/core/evtloop_cf.cpp
Vadim Zeitlin a25b76f5f9 Use CFSocket instead of CFFileDescriptor in wxCFEventLoopSource.
Use OS X socket APIs for monitoring file descriptors. They are more flexible
than CFFileDescriptor functions and can be used with any descriptors, not
necessarily the socket ones.

See #10258.

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@74342 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2013-07-03 00:29:05 +00:00

535 lines
14 KiB
C++

///////////////////////////////////////////////////////////////////////////////
// Name: src/osx/core/evtloop_cf.cpp
// Purpose: wxEventLoop implementation common to both Carbon and Cocoa
// Author: Vadim Zeitlin
// Created: 2009-10-18
// RCS-ID: $Id$
// Copyright: (c) 2009 Vadim Zeitlin <vadim@wxwidgets.org>
// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
// ============================================================================
// declarations
// ============================================================================
// ----------------------------------------------------------------------------
// headers
// ----------------------------------------------------------------------------
// for compilers that support precompilation, includes "wx.h".
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif
#include "wx/evtloop.h"
#ifndef WX_PRECOMP
#include "wx/log.h"
#include "wx/app.h"
#endif
#include "wx/evtloopsrc.h"
#include "wx/scopedptr.h"
#include "wx/osx/private.h"
#include "wx/osx/core/cfref.h"
#include "wx/thread.h"
#if wxUSE_GUI
#include "wx/nonownedwnd.h"
#endif
#include <CoreFoundation/CFSocket.h>
// ============================================================================
// wxCFEventLoopSource and wxCFEventLoop implementation
// ============================================================================
#if wxUSE_EVENTLOOP_SOURCE
void wxCFEventLoopSource::InitSourceSocket(CFSocketRef cfSocket)
{
wxASSERT_MSG( !m_cfSocket, "shouldn't be called more than once" );
m_cfSocket = cfSocket;
}
wxCFEventLoopSource::~wxCFEventLoopSource()
{
if ( m_cfSocket )
{
CFSocketInvalidate(m_cfSocket);
CFRelease(m_cfSocket);
}
}
#endif // wxUSE_EVENTLOOP_SOURCE
void wxCFEventLoop::OSXCommonModeObserverCallBack(CFRunLoopObserverRef observer, int activity, void *info)
{
wxCFEventLoop * eventloop = static_cast<wxCFEventLoop *>(info);
if ( eventloop )
eventloop->CommonModeObserverCallBack(observer, activity);
}
void wxCFEventLoop::OSXDefaultModeObserverCallBack(CFRunLoopObserverRef observer, int activity, void *info)
{
wxCFEventLoop * eventloop = static_cast<wxCFEventLoop *>(info);
if ( eventloop )
eventloop->DefaultModeObserverCallBack(observer, activity);
}
void wxCFEventLoop::CommonModeObserverCallBack(CFRunLoopObserverRef WXUNUSED(observer), int activity)
{
if ( activity & kCFRunLoopBeforeTimers )
{
// process pending wx events first as they correspond to low-level events
// which happened before, i.e. typically pending events were queued by a
// previous call to Dispatch() and if we didn't process them now the next
// call to it might enqueue them again (as happens with e.g. socket events
// which would be generated as long as there is input available on socket
// and this input is only removed from it when pending event handlers are
// executed)
if ( wxTheApp && ShouldProcessIdleEvents() )
wxTheApp->ProcessPendingEvents();
}
if ( activity & kCFRunLoopBeforeWaiting )
{
if ( ShouldProcessIdleEvents() && ProcessIdle() )
{
WakeUp();
}
else
{
#if wxUSE_THREADS
wxMutexGuiLeaveOrEnter();
#endif
}
}
}
void
wxCFEventLoop::DefaultModeObserverCallBack(CFRunLoopObserverRef WXUNUSED(observer),
int WXUNUSED(activity))
{
/*
if ( activity & kCFRunLoopBeforeTimers )
{
}
if ( activity & kCFRunLoopBeforeWaiting )
{
}
*/
}
wxCFEventLoop::wxCFEventLoop()
{
m_shouldExit = false;
m_processIdleEvents = true;
#if wxUSE_UIACTIONSIMULATOR
m_shouldWaitForEvent = false;
#endif
m_runLoop = CFGetCurrentRunLoop();
CFRunLoopObserverContext ctxt;
bzero( &ctxt, sizeof(ctxt) );
ctxt.info = this;
m_commonModeRunLoopObserver = CFRunLoopObserverCreate( kCFAllocatorDefault, kCFRunLoopBeforeTimers | kCFRunLoopBeforeWaiting , true /* repeats */, 0,
(CFRunLoopObserverCallBack) wxCFEventLoop::OSXCommonModeObserverCallBack, &ctxt );
CFRunLoopAddObserver(m_runLoop, m_commonModeRunLoopObserver, kCFRunLoopCommonModes);
m_defaultModeRunLoopObserver = CFRunLoopObserverCreate( kCFAllocatorDefault, kCFRunLoopBeforeTimers | kCFRunLoopBeforeWaiting , true /* repeats */, 0,
(CFRunLoopObserverCallBack) wxCFEventLoop::OSXDefaultModeObserverCallBack, &ctxt );
CFRunLoopAddObserver(m_runLoop, m_defaultModeRunLoopObserver, kCFRunLoopDefaultMode);
}
wxCFEventLoop::~wxCFEventLoop()
{
CFRunLoopRemoveObserver(m_runLoop, m_commonModeRunLoopObserver, kCFRunLoopCommonModes);
CFRunLoopRemoveObserver(m_runLoop, m_defaultModeRunLoopObserver, kCFRunLoopDefaultMode);
CFRelease(m_defaultModeRunLoopObserver);
CFRelease(m_commonModeRunLoopObserver);
}
CFRunLoopRef wxCFEventLoop::CFGetCurrentRunLoop() const
{
return CFRunLoopGetCurrent();
}
void wxCFEventLoop::WakeUp()
{
CFRunLoopWakeUp(m_runLoop);
}
#if wxUSE_BASE
void wxMacWakeUp()
{
wxEventLoopBase * const loop = wxEventLoopBase::GetActive();
if ( loop )
loop->WakeUp();
}
#endif
bool wxCFEventLoop::YieldFor(long eventsToProcess)
{
#if wxUSE_THREADS
// Yielding from a non-gui thread needs to bail out, otherwise we end up
// possibly sending events in the thread too.
if ( !wxThread::IsMain() )
{
return true;
}
#endif // wxUSE_THREADS
m_isInsideYield = true;
m_eventsToProcessInsideYield = eventsToProcess;
#if wxUSE_LOG
// disable log flushing from here because a call to wxYield() shouldn't
// normally result in message boxes popping up &c
wxLog::Suspend();
#endif // wxUSE_LOG
// process all pending events:
while ( DoProcessEvents() == 1 )
;
// it's necessary to call ProcessIdle() to update the frames sizes which
// might have been changed (it also will update other things set from
// OnUpdateUI() which is a nice (and desired) side effect)
while ( ProcessIdle() ) {}
// if there are pending events, we must process them.
if (wxTheApp)
wxTheApp->ProcessPendingEvents();
#if wxUSE_LOG
wxLog::Resume();
#endif // wxUSE_LOG
m_isInsideYield = false;
return true;
}
// implement/override base class pure virtual
bool wxCFEventLoop::Pending() const
{
return true;
}
int wxCFEventLoop::DoProcessEvents()
{
#if wxUSE_UIACTIONSIMULATOR
if ( m_shouldWaitForEvent )
{
int handled = DispatchTimeout( 1000 );
wxASSERT_MSG( handled == 1, "No Event Available");
m_shouldWaitForEvent = false;
return handled;
}
else
#endif
return DispatchTimeout( 0 );
}
bool wxCFEventLoop::Dispatch()
{
return DoProcessEvents() != 0;
}
int wxCFEventLoop::DispatchTimeout(unsigned long timeout)
{
if ( !wxTheApp )
return 0;
int status = DoDispatchTimeout(timeout);
switch( status )
{
case 0:
break;
case -1:
if ( m_shouldExit )
return 0;
break;
case 1:
break;
}
return status;
}
int wxCFEventLoop::DoDispatchTimeout(unsigned long timeout)
{
SInt32 status = CFRunLoopRunInMode(kCFRunLoopDefaultMode, timeout / 1000.0 , true);
switch( status )
{
case kCFRunLoopRunFinished:
wxFAIL_MSG( "incorrect run loop state" );
break;
case kCFRunLoopRunStopped:
return 0;
break;
case kCFRunLoopRunTimedOut:
return -1;
break;
case kCFRunLoopRunHandledSource:
default:
break;
}
return 1;
}
void wxCFEventLoop::OSXDoRun()
{
for ( ;; )
{
// generate and process idle events for as long as we don't
// have anything else to do
DoProcessEvents();
// if the "should exit" flag is set, the loop should terminate
// but not before processing any remaining messages so while
// Pending() returns true, do process them
if ( m_shouldExit )
{
while ( DoProcessEvents() == 1 )
;
break;
}
}
}
void wxCFEventLoop::OSXDoStop()
{
CFRunLoopStop(CFGetCurrentRunLoop());
}
// enters a loop calling OnNextIteration(), Pending() and Dispatch() and
// terminating when Exit() is called
int wxCFEventLoop::DoRun()
{
// we must ensure that OnExit() is called even if an exception is thrown
// from inside ProcessEvents() but we must call it from Exit() in normal
// situations because it is supposed to be called synchronously,
// wxModalEventLoop depends on this (so we can't just use ON_BLOCK_EXIT or
// something similar here)
#if wxUSE_EXCEPTIONS
for ( ;; )
{
try
{
#endif // wxUSE_EXCEPTIONS
OSXDoRun();
#if wxUSE_EXCEPTIONS
// exit the outer loop as well
break;
}
catch ( ... )
{
try
{
if ( !wxTheApp || !wxTheApp->OnExceptionInMainLoop() )
{
OnExit();
break;
}
//else: continue running the event loop
}
catch ( ... )
{
// OnException() throwed, possibly rethrowing the same
// exception again: very good, but we still need OnExit() to
// be called
OnExit();
throw;
}
}
}
#endif // wxUSE_EXCEPTIONS
return m_exitcode;
}
// sets the "should exit" flag and wakes up the loop so that it terminates
// soon
void wxCFEventLoop::ScheduleExit(int rc)
{
m_exitcode = rc;
m_shouldExit = true;
OSXDoStop();
}
wxCFEventLoopPauseIdleEvents::wxCFEventLoopPauseIdleEvents()
{
wxCFEventLoop* cfl = dynamic_cast<wxCFEventLoop*>(wxEventLoopBase::GetActive());
if ( cfl )
{
m_formerState = cfl->ShouldProcessIdleEvents();
cfl->SetProcessIdleEvents(false);
}
else
m_formerState = true;
}
wxCFEventLoopPauseIdleEvents::~wxCFEventLoopPauseIdleEvents()
{
wxCFEventLoop* cfl = dynamic_cast<wxCFEventLoop*>(wxEventLoopBase::GetActive());
if ( cfl )
cfl->SetProcessIdleEvents(m_formerState);
}
// TODO Move to thread_osx.cpp
#if wxUSE_THREADS
// ----------------------------------------------------------------------------
// GUI Serialization copied from MSW implementation
// ----------------------------------------------------------------------------
// if it's false, some secondary thread is holding the GUI lock
static bool gs_bGuiOwnedByMainThread = true;
// critical section which controls access to all GUI functions: any secondary
// thread (i.e. except the main one) must enter this crit section before doing
// any GUI calls
static wxCriticalSection *gs_critsectGui = NULL;
// critical section which protects gs_nWaitingForGui variable
static wxCriticalSection *gs_critsectWaitingForGui = NULL;
// number of threads waiting for GUI in wxMutexGuiEnter()
static size_t gs_nWaitingForGui = 0;
void wxOSXThreadModuleOnInit()
{
gs_critsectWaitingForGui = new wxCriticalSection();
gs_critsectGui = new wxCriticalSection();
gs_critsectGui->Enter();
}
void wxOSXThreadModuleOnExit()
{
if ( gs_critsectGui )
{
if ( !wxGuiOwnedByMainThread() )
{
gs_critsectGui->Enter();
gs_bGuiOwnedByMainThread = true;
}
gs_critsectGui->Leave();
wxDELETE(gs_critsectGui);
}
wxDELETE(gs_critsectWaitingForGui);
}
// wake up the main thread
void WXDLLIMPEXP_BASE wxWakeUpMainThread()
{
wxMacWakeUp();
}
void wxMutexGuiEnterImpl()
{
// this would dead lock everything...
wxASSERT_MSG( !wxThread::IsMain(),
wxT("main thread doesn't want to block in wxMutexGuiEnter()!") );
// the order in which we enter the critical sections here is crucial!!
// set the flag telling to the main thread that we want to do some GUI
{
wxCriticalSectionLocker enter(*gs_critsectWaitingForGui);
gs_nWaitingForGui++;
}
wxWakeUpMainThread();
// now we may block here because the main thread will soon let us in
// (during the next iteration of OnIdle())
gs_critsectGui->Enter();
}
void wxMutexGuiLeaveImpl()
{
wxCriticalSectionLocker enter(*gs_critsectWaitingForGui);
if ( wxThread::IsMain() )
{
gs_bGuiOwnedByMainThread = false;
}
else
{
// decrement the number of threads waiting for GUI access now
wxASSERT_MSG( gs_nWaitingForGui > 0,
wxT("calling wxMutexGuiLeave() without entering it first?") );
gs_nWaitingForGui--;
wxWakeUpMainThread();
}
gs_critsectGui->Leave();
}
void WXDLLIMPEXP_BASE wxMutexGuiLeaveOrEnter()
{
wxASSERT_MSG( wxThread::IsMain(),
wxT("only main thread may call wxMutexGuiLeaveOrEnter()!") );
if ( !gs_critsectWaitingForGui )
return;
wxCriticalSectionLocker enter(*gs_critsectWaitingForGui);
if ( gs_nWaitingForGui == 0 )
{
// no threads are waiting for GUI - so we may acquire the lock without
// any danger (but only if we don't already have it)
if ( !wxGuiOwnedByMainThread() )
{
gs_critsectGui->Enter();
gs_bGuiOwnedByMainThread = true;
}
//else: already have it, nothing to do
}
else
{
// some threads are waiting, release the GUI lock if we have it
if ( wxGuiOwnedByMainThread() )
wxMutexGuiLeave();
//else: some other worker thread is doing GUI
}
}
bool WXDLLIMPEXP_BASE wxGuiOwnedByMainThread()
{
return gs_bGuiOwnedByMainThread;
}
#endif