// This is a wxApp-safe implementation of WaitWithoutYield, which makes sure and executes the App's // pending messages *if* the Wait is performed on the Main/GUI thread. This ensures that // user input continues to be handled and that windows continue to repaint. If the Wait is // called from another thread, no message pumping is performed. // // Returns: // false if the wait timed out before the semaphore was signaled, or true if the signal was // reached prior to timeout. // bool Threading::Semaphore::Wait(const wxTimeSpan &timeout) { #if wxUSE_GUI if (!wxThread::IsMain() || (wxTheApp == NULL)) { return WaitWithoutYield(timeout); } else if (_WaitGui_RecursionGuard(L"Semaphore::TimedWait")) { ScopedBusyCursor hourglass(Cursor_ReallyBusy); return WaitWithoutYield(timeout); } else { //ScopedBusyCursor hourglass( Cursor_KindaBusy ); wxTimeSpan countdown((timeout)); do { if (WaitWithoutYield(def_yieldgui_interval)) break; YieldToMain(); countdown -= def_yieldgui_interval; } while (countdown.GetMilliseconds() > 0); return countdown.GetMilliseconds() > 0; } #else return WaitWithoutYield(timeout); #endif }
// This is a wxApp-safe implementation of Wait, which makes sure and executes the App's // pending messages *if* the Wait is performed on the Main/GUI thread. This ensures that // user input continues to be handled and that windows continue to repaint. If the Wait is // called from another thread, no message pumping is performed. void Threading::Semaphore::Wait() { #if wxUSE_GUI if(!wxThread::IsMain() || (wxTheApp == NULL)) { WaitWithoutYield(); } else if(_WaitGui_RecursionGuard( L"Semaphore::Wait" )) { ScopedBusyCursor hourglass( Cursor_ReallyBusy ); WaitWithoutYield(); } else { while (!WaitWithoutYield(def_yieldgui_interval)) { YieldToMain(); } } #else WaitWithoutYield(); #endif }