wxWidgets/include/wx/evtloop.h

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///////////////////////////////////////////////////////////////////////////////
// Name: wx/evtloop.h
// Purpose: declares wxEventLoop class
// Author: Vadim Zeitlin
// Modified by:
// Created: 01.06.01
// RCS-ID: $Id$
// Copyright: (c) 2001 Vadim Zeitlin <zeitlin@dptmaths.ens-cachan.fr>
// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
#ifndef _WX_EVTLOOP_H_
#define _WX_EVTLOOP_H_
#include "wx/utils.h"
/*
NOTE ABOUT wxEventLoopBase::YieldFor LOGIC
------------------------------------------
The YieldFor() function helps to avoid re-entrancy problems and problems
caused by out-of-order event processing
(see "wxYield-like problems" and "wxProgressDialog+threading BUG" wx-dev threads).
The logic behind YieldFor() is simple: it analyzes the queue of the native
events generated by the underlying GUI toolkit and picks out and processes
only those matching the given mask.
It's important to note that YieldFor() is used to selectively process the
events generated by the NATIVE toolkit.
Events syntethized by wxWidgets code or by user code are instead selectively
processed thanks to the logic built into wxEvtHandler::ProcessPendingEvents().
In fact, when wxEvtHandler::ProcessPendingEvents gets called from inside a
YieldFor() call, wxEventLoopBase::IsEventAllowedInsideYield is used to decide
if the pending events for that event handler can be processed.
If all the pending events associated with that event handler result as "not processable",
the event handler "delays" itself calling wxEventLoopBase::DelayPendingEventHandler
(so it's moved: m_handlersWithPendingEvents => m_handlersWithPendingDelayedEvents).
Last, wxEventLoopBase::ProcessPendingEvents() before exiting moves the delayed
event handlers back into the list of handlers with pending events
(m_handlersWithPendingDelayedEvents => m_handlersWithPendingEvents) so that
a later call to ProcessPendingEvents() (possibly outside the YieldFor() call)
will process all pending events as usual.
*/
// ----------------------------------------------------------------------------
// wxEventLoopBase: interface for wxEventLoop
// ----------------------------------------------------------------------------
class WXDLLIMPEXP_BASE wxEventLoopBase
{
public:
// trivial, but needed (because of wxEventLoopBase) ctor
wxEventLoopBase();
// dtor
virtual ~wxEventLoopBase() { }
// use this to check whether the event loop was successfully created before
// using it
virtual bool IsOk() const { return true; }
// dispatch&processing
// -------------------
// start the event loop, return the exit code when it is finished
virtual int Run() = 0;
// is this event loop running now?
//
// notice that even if this event loop hasn't terminated yet but has just
// spawned a nested (e.g. modal) event loop, this would return false
bool IsRunning() const;
// exit from the loop with the given exit code
virtual void Exit(int rc = 0) = 0;
// return true if any events are available
virtual bool Pending() const = 0;
// dispatch a single event, return false if we should exit from the loop
virtual bool Dispatch() = 0;
// same as Dispatch() but doesn't wait for longer than the specified (in
// ms) timeout, return true if an event was processed, false if we should
// exit the loop or -1 if timeout expired
virtual int DispatchTimeout(unsigned long timeout) = 0;
// implement this to wake up the loop: usually done by posting a dummy event
// to it (can be called from non main thread)
virtual void WakeUp() = 0;
// pending events
// --------------
// process all events in the wxHandlersWithPendingEvents list -- it is necessary
// to call this function to process posted events. This happens during each
// event loop iteration in GUI mode but if there is no main loop, it may be
// also called directly.
virtual void ProcessPendingEvents();
// check if there are pending events on global pending event list
bool HasPendingEvents() const;
// temporary suspends processing of the pending events
void SuspendProcessingOfPendingEvents();
// resume processing of the pending events previously stopped because of a
// call to SuspendProcessingOfPendingEvents()
void ResumeProcessingOfPendingEvents();
// called by ~wxEvtHandler to (eventually) remove the handler from the list of
// the handlers with pending events
void RemovePendingEventHandler(wxEvtHandler* toRemove);
// adds an event handler to the list of the handlers with pending events
void AppendPendingEventHandler(wxEvtHandler* toAppend);
// moves the event handler from the list of the handlers with pending events
//to the list of the handlers with _delayed_ pending events
void DelayPendingEventHandler(wxEvtHandler* toDelay);
// idle handling
// -------------
// make sure that idle events are sent again
virtual void WakeUpIdle();
// this virtual function is called when the application
// becomes idle and normally just sends wxIdleEvent to all interested
// parties
//
// it should return true if more idle events are needed, false if not
virtual bool ProcessIdle();
// Yield-related hooks
// -------------------
// process all currently pending events right now
//
// it is an error to call Yield() recursively unless the value of
// onlyIfNeeded is true
//
// WARNING: this function is dangerous as it can lead to unexpected
// reentrancies (i.e. when called from an event handler it
// may result in calling the same event handler again), use
// with _extreme_ care or, better, don't use at all!
bool Yield(bool onlyIfNeeded = false);
virtual bool YieldFor(long eventsToProcess) = 0;
// returns true if the main thread is inside a Yield() call
virtual bool IsYielding() const
{ return m_isInsideYield; }
// returns true if events of the given event category should be immediately
// processed inside a wxApp::Yield() call or rather should be queued for
// later processing by the main event loop
virtual bool IsEventAllowedInsideYield(wxEventCategory cat) const
{ return (m_eventsToProcessInsideYield & cat) != 0; }
// no SafeYield hooks since it uses wxWindow which is not available when wxUSE_GUI=0
// active loop
// -----------
// return currently active (running) event loop, may be NULL
static wxEventLoopBase *GetActive() { return ms_activeLoop; }
// set currently active (running) event loop
static void SetActive(wxEventLoopBase* loop) { ms_activeLoop = loop; }
protected:
// this function should be called before the event loop terminates, whether
// this happens normally (because of Exit() call) or abnormally (because of
// an exception thrown from inside the loop)
virtual void OnExit() { }
// the pointer to currently active loop
static wxEventLoopBase *ms_activeLoop;
// the array of the handlers with pending events which needs to be processed
// inside ProcessPendingEvents()
wxEvtHandlerArray m_handlersWithPendingEvents;
// helper array used by ProcessPendingEvents()
wxEvtHandlerArray m_handlersWithPendingDelayedEvents;
#if wxUSE_THREADS
// this critical section protects both the lists above
wxCriticalSection m_handlersWithPendingEventsLocker;
#endif
// Yield() helpers:
bool m_isInsideYield;
long m_eventsToProcessInsideYield;
wxDECLARE_NO_COPY_CLASS(wxEventLoopBase);
};
#if defined(__WXMSW__) || defined(__WXMAC__) || defined(__WXDFB__) || defined(__UNIX__)
// this class can be used to implement a standard event loop logic using
// Pending() and Dispatch()
//
// it also handles idle processing automatically
class WXDLLIMPEXP_BASE wxEventLoopManual : public wxEventLoopBase
{
public:
wxEventLoopManual();
// enters a loop calling OnNextIteration(), Pending() and Dispatch() and
// terminating when Exit() is called
virtual int Run();
// sets the "should exit" flag and wakes up the loop so that it terminates
// soon
virtual void Exit(int rc = 0);
protected:
// may be overridden to perform some action at the start of each new event
// loop iteration
virtual void OnNextIteration() { }
// the loop exit code
int m_exitcode;
// should we exit the loop?
bool m_shouldExit;
};
#endif // platforms using "manual" loop
// we're moving away from old m_impl wxEventLoop model as otherwise the user
// code doesn't have access to platform-specific wxEventLoop methods and this
// can sometimes be very useful (e.g. under MSW this is necessary for
// integration with MFC) but currently this is done for MSW only, other ports
// should follow a.s.a.p.
#if defined(__WXPALMOS__)
#include "wx/palmos/evtloop.h"
#elif defined(__WXMSW__)
#include "wx/msw/evtloop.h"
#elif defined(__WXMAC__)
#include "wx/osx/evtloop.h"
#elif defined(__WXCOCOA__)
#include "wx/cocoa/evtloop.h"
#elif defined(__WXDFB__)
#include "wx/dfb/evtloop.h"
#elif defined(__WXGTK20__)
#include "wx/gtk/evtloop.h"
#else // other platform
#include "wx/stopwatch.h" // for wxMilliClock_t
class WXDLLIMPEXP_FWD_CORE wxEventLoopImpl;
class WXDLLIMPEXP_CORE wxGUIEventLoop : public wxEventLoopBase
{
public:
wxGUIEventLoop() { m_impl = NULL; }
virtual ~wxGUIEventLoop();
virtual int Run();
virtual void Exit(int rc = 0);
virtual bool Pending() const;
virtual bool Dispatch();
virtual int DispatchTimeout(unsigned long timeout)
{
// TODO: this is, of course, horribly inefficient and a proper wait with
// timeout should be implemented for all ports natively...
const wxMilliClock_t timeEnd = wxGetLocalTimeMillis() + timeout;
for ( ;; )
{
if ( Pending() )
return Dispatch();
if ( wxGetLocalTimeMillis() >= timeEnd )
return -1;
}
}
virtual void WakeUp() { }
virtual bool YieldFor(long eventsToProcess);
protected:
// the pointer to the port specific implementation class
wxEventLoopImpl *m_impl;
wxDECLARE_NO_COPY_CLASS(wxGUIEventLoop);
};
#endif // platforms
// also include the header defining wxConsoleEventLoop for Unix systems
#if defined(__UNIX__)
#include "wx/unix/evtloop.h"
#endif
// we use a class rather than a typedef because wxEventLoop is forward-declared
// in many places
#if wxUSE_GUI
class wxEventLoop : public wxGUIEventLoop { };
#else // !GUI
// we can't define wxEventLoop differently in GUI and base libraries so use
// a #define to still allow writing wxEventLoop in the user code
#if wxUSE_CONSOLE_EVENTLOOP && (defined(__WXMSW__) || defined(__UNIX__))
#define wxEventLoop wxConsoleEventLoop
#else // we still must define it somehow for the code below...
#define wxEventLoop wxEventLoopBase
#endif
#endif
inline bool wxEventLoopBase::IsRunning() const { return GetActive() == this; }
#if wxUSE_GUI
// ----------------------------------------------------------------------------
// wxModalEventLoop
// ----------------------------------------------------------------------------
// this is a naive generic implementation which uses wxWindowDisabler to
// implement modality, we will surely need platform-specific implementations
// too, this generic implementation is here only temporarily to see how it
// works
class WXDLLIMPEXP_CORE wxModalEventLoop : public wxGUIEventLoop
{
public:
wxModalEventLoop(wxWindow *winModal)
{
m_windowDisabler = new wxWindowDisabler(winModal);
}
protected:
virtual void OnExit()
{
delete m_windowDisabler;
m_windowDisabler = NULL;
wxGUIEventLoop::OnExit();
}
private:
wxWindowDisabler *m_windowDisabler;
};
#endif //wxUSE_GUI
// ----------------------------------------------------------------------------
// wxEventLoopActivator: helper class for wxEventLoop implementations
// ----------------------------------------------------------------------------
// this object sets the wxEventLoop given to the ctor as the currently active
// one and unsets it in its dtor, this is especially useful in presence of
// exceptions but is more tidy even when we don't use them
class wxEventLoopActivator
{
public:
wxEventLoopActivator(wxEventLoopBase *evtLoop)
{
m_evtLoopOld = wxEventLoopBase::GetActive();
wxEventLoopBase::SetActive(evtLoop);
}
~wxEventLoopActivator()
{
// restore the previously active event loop
wxEventLoopBase::SetActive(m_evtLoopOld);
}
private:
wxEventLoopBase *m_evtLoopOld;
};
#if wxUSE_CONSOLE_EVENTLOOP
class wxEventLoopGuarantor
{
public:
wxEventLoopGuarantor()
{
m_evtLoopNew = NULL;
if (!wxEventLoop::GetActive())
{
m_evtLoopNew = new wxEventLoop;
wxEventLoop::SetActive(m_evtLoopNew);
}
}
~wxEventLoopGuarantor()
{
if (m_evtLoopNew)
{
wxEventLoop::SetActive(NULL);
delete m_evtLoopNew;
}
}
private:
wxEventLoop *m_evtLoopNew;
};
#endif // wxUSE_CONSOLE_EVENTLOOP
#endif // _WX_EVTLOOP_H_