///////////////////////////////////////////////////////////////////////////// // Name: wx/evtloop.h // Purpose: wxEventLoop and related classes // Author: Vadim Zeitlin // Copyright: (C) 2008 Vadim Zeitlin // RCS-ID: $Id$ // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// /** @class wxEventLoopBase Base class for all event loop implementations. An event loop is a class which queries the queue of native events sent to the wxWidgets application and dispatches them to the appropriate wxEvtHandlers. An object of this class is created by wxAppTraits::CreateEventLoop() and used by wxApp to run the main application event loop. Temporary event loops are usually created by wxDialog::ShowModal(). You can create your own event loop if you need, provided that you restore the main event loop once yours is destroyed (see wxEventLoopActivator). @library{wxbase} @category{appmanagement} @see wxApp, wxEventLoopActivator */ 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. Results in a call to wxAppConsole::OnEventLoopEnter. */ static void SetActive(wxEventLoopBase* loop); /** Returns @true if this is the main loop executed by wxApp::OnRun(). */ bool IsMain() const; /** @name Dispatch and processing */ //@{ /** 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; /** 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; /** Use this to check whether the event loop was successfully created before using it */ virtual bool IsOk() const; /** 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; /** Dispatches the next event in the windowing system event queue. Blocks until an event appears if there are none currently (use Pending() if this is not wanted). This can be used for programming event loops, e.g. @code while (evtloop->Pending()) evtloop->Dispatch(); @endcode @return @false if the event loop should stop and @true otherwise. @see Pending(), wxEventLoopBase */ 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; /** Called by wxWidgets to wake up the event loop even if it is currently blocked inside Dispatch(). */ virtual void WakeUp() = 0; //@} /** @name Idle handling */ //@{ /** Makes 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(); //@} /** @name Yield-related hooks */ //@{ /** Returns @true if called from inside Yield() or from inside YieldFor(). */ virtual bool IsYielding() const; /** Yields control to pending messages in the windowing system. This can be useful, for example, when a time-consuming process writes to a text window. Without an occasional yield, the text window will not be updated properly, and on systems with cooperative multitasking, such as Windows 3.1 other processes will not respond. Caution should be exercised, however, since yielding may allow the user to perform actions which are not compatible with the current task. Disabling menu items or whole menus during processing can avoid unwanted reentrance of code: see ::wxSafeYield for a better function. You can avoid unwanted reentrancies also using IsYielding(). Note that Yield() will not flush the message logs. This is intentional as calling Yield() is usually done to quickly update the screen and popping up a message box dialog may be undesirable. If you do wish to flush the log messages immediately (otherwise it will be done during the next idle loop iteration), call wxLog::FlushActive. Calling Yield() recursively is normally an error and an assert failure is raised in debug build if such situation is detected. However if the @a onlyIfNeeded parameter is @true, the method will just silently return @false instead. */ bool Yield(bool onlyIfNeeded = false); /** Works like Yield() with @e onlyIfNeeded == @true, except that it allows the caller to specify a mask of the ::wxEventCategory values which indicates which events should be processed and which should instead be "delayed" (i.e. processed by the main loop later). Note that this is a safer alternative to Yield() since it ensures that only the events you're interested to will be processed; i.e. this method helps to avoid unwanted reentrancies. Note that currently only wxMSW and wxGTK do support selective yield of native events coming from the underlying GUI toolkit. wxWidgets events posted using wxEvtHandler::AddPendingEvent or wxEvtHandler::QueueEvent are instead selectively processed by all ports. @see wxEvent::GetEventCategory */ bool YieldFor(long eventsToProcess); /** Returns @true if the given event category is allowed inside a YieldFor() call (i.e. compares the given category against the last mask passed to YieldFor()). @see wxEvent::GetEventCategory */ virtual bool IsEventAllowedInsideYield(wxEventCategory cat) const; //@} 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). The default implementation calls wxAppConsole::OnEventLoopExit. */ 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(); }; /** @class wxGUIEventLoop A generic implementation of the GUI event loop. @library{wxbase} @category{appmanagement} */ class wxGUIEventLoop : public wxEventLoopBase { public: wxGUIEventLoop(); virtual ~wxGUIEventLoop(); };