wxWidgets/interface/wx/evtloop.h

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/////////////////////////////////////////////////////////////////////////////
// Name: wx/evtloop.h
// Purpose: wxEventLoop and related classes
// Author: Vadim Zeitlin
// Copyright: (C) 2008 Vadim Zeitlin
// RCS-ID: $Id$
// Licence: wxWindows license
/////////////////////////////////////////////////////////////////////////////
/**
@class wxEventLoopBase
Base class for all event loop implementations.
An object of this class is created by wxAppTraits::CreateEventLoop() and
used by wxApp to run the main application event loop.
@library{wxbase}
@category{appmanagement}
@see wxApp
*/
class wxEventLoopBase
{
public:
/**
Return the currently active (running) event loop.
May return @NULL if there is no active event loop (e.g. during
application startup or shutdown).
*/
static wxEventLoopBase *GetActive();
/**
Set currently active (running) event loop.
Called by wxEventLoopActivator, use an instance of this class instead
of calling this method directly to ensure that the previously active
event loop is restored.
*/
static void SetActive(wxEventLoopBase* loop);
/**
Use this to check whether the event loop was successfully created
before using it
*/
virtual bool IsOk() const;
/**
Start the event loop, return the exit code when it is finished.
Logically, this method calls Dispatch() in a loop until it returns
@false and also takes care of generating idle events during each loop
iteration. However not all implementations of this class really
implement it like this (e.g. wxGTK does not) so you shouldn't rely on
Dispatch() being called from inside this function.
@return The argument passed to Exit() which terminated this event loop.
*/
virtual int Run() = 0;
/**
Exit from the loop with the given exit code.
*/
virtual void Exit(int rc = 0) = 0;
/**
Return true if any events are available.
If this method returns @true, calling Dispatch() will not block.
*/
virtual bool Pending() const = 0;
/**
Dispatch a single event.
If there are currently no events in the queue, blocks until an event
becomes available.
@return @false only if the event loop should terminate.
*/
virtual bool Dispatch() = 0;
/**
Dispatch an event but not wait longer than the specified timeout for
it.
If an event is received before the specified @a timeout expires, it is
processed and the function returns 1 normally or 0 if the event loop
should quite. Otherwise, i.e. if the timeout expires, the functions
returns -1 without processing any events.
@param timeout
The maximal time to wait for the events in milliseconds.
@return
1 if an event was processed, 0 if the event loop should quit or -1
if the timeout expired.
*/
virtual int DispatchTimeout(unsigned long timeout) = 0;
/**
Return true if this event loop is currently running.
Notice that even if this event loop hasn't terminated yet but has just
spawned a nested (e.g. modal) event loop, this method would return
@false.
*/
bool IsRunning() const;
/**
Called by wxWidgets to wake up the event loop even if it is currently
blocked inside Dispatch().
*/
virtual void WakeUp() = 0;
protected:
/**
This function is 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).
Default version does nothing.
*/
virtual void OnExit();
};
/**
@class wxEventLoopActivator
Makes an event loop temporarily active.
This class is used to make the event loop active during its life-time,
e.g.:
@code
class MyEventLoop : public wxEventLoopBase { ... };
void RunMyLoop()
{
MyEventLoop loop;
wxEventLoopActivator activate(&loop);
...
} // the previously active event loop restored here
@endcode
@library{wxbase}
@category{appmanagement}
@see wxEventLoopBase
*/
class wxEventLoopActivator
{
public:
/**
Makes the loop passed as the parameter currently active.
This saves the current return value of wxEventLoopBase::GetActive() and
then calls wxEventLoopBase::SetActive() with the given @a loop.
*/
wxEventLoopActivator(wxEventLoopBase *loop);
/**
Restores the previously active event loop stored by the constructor.
*/
~wxEventLoopActivator();
};