Why does my Timage item work within a while loop inside the onKeyPress method? - image

I needed to create a application where the Timage can be hide after a certain key is pressed under a certain situation.
I have set KeyPreview to true, and the image can hide within the onKeyPress method, everything worked properly. But as soon as I implemented a while loop inside the onKeyPress method, the image doesn't hide anymore after the appropraite key is being pressed.
What should I do to fix that?

You shouldn't do a WHILE loop inside an event handler. The event handlers should do a simple update to UI and then exit, to allow Delphi to reflect the UI update on screen.
Move your WHILE loop out of the KeyPress event, preferably into a background thread, alternately into the Application.OnIdle event (where you then perform ONE iteration of the WHILE loop within the OnIdle event and turn off processing when the WHILE condition isn't valid anymore).
The "poor man"'s solution (and not one that is recommended, but can be used if all other options are too complicated) is to call
Application.ProcessMessages
either within the WHILE loop (if you are altering UI elements in the loop) or just before starting the WHILE loop (if you're not).
Note, however, that while the "Application.Processmessages" code is running, all other event handlers are capable of being run, so if you, f.ex., run an Application.ProcessMessages within a Timer Event, the Timer Event may be called again before the currently running Timer Event has finished running (leading to an infinite recursive loop and eventually a stack overflow and termination of your program).

Related

Disable modal event processing in WINAPI

As far as I understand, WM_SIZING is a modal message, meaning that the event processing will enter an inner loop and only return to the user when the resizing is over. I also know that this event begins with WM_ENTERSIZEMOVE and ends with WM_EXITSIZEMOVE.
My question is: is there any way to disable this behavior so I can return to my own message loop after every single sizing event?
I know usually updates can be performed by setting a timer - and then killing it at the end of the modal message/event, but I'd like to return the control to my message loop.

Implementing a Custom Cocoa Event Tracking Loop

I'm working on a custom cross platform UI library that needs a synchronous "ShowPopup" method that shows a popup, runs an event loop until it's finished and automatically cancels when clicking outside the popup or pressing escape. Keyboard, mouse and scroll wheel events need to be dispatched to the popup but other events (paint, draw, timers etc...) need to be dispatched to their regular targets while the loop runs.
Edit: for clarification, by popup, I mean this kind of menu style popup window, not an alert/dialog etc...
On Windows I've implemented this fairly simply by calling GetMessage/DispatchMessage and filtering and dispatching messages as appropriate. Works fine.
I've much less experience with Cocoa/OS X however and finding the whole event loop/dispatch paradigm a bit confusing. I've seen the following article which explains how to implement a mouse tracking loop which is very similar to what I need:
http://stpeterandpaul.ca/tiger/documentation/Cocoa/Conceptual/EventOverview/HandlingMouseEvents/chapter_5_section_4.html
but... there's some things about this that concern me.
The linked article states: "the application’s main thread is unable to process any other requests during an event-tracking loop and timers might not fire". Might not? Why not, when not, how to make sure they do?
The docs for nextEventMatchingMask:untilDate:inMode:dequeue: states "events that do not match one of the specified event types are left in the queue.". That seems a little odd. Does this mean that if an event loop only asks for mouse events then any pressed keys will be processed once the loop finishes? That'd be weird.
Is it possible to peek at a message in the event queue without removing it. eg: the Windows version of my library uses this to close the popup when it's clicked outside, but leaves the click event in the queue so that clicking outside the popup on a another button doesn't require a second click.
I've read and re-read about run loop modes but still don't really get it. A good explanation of what these are for would be great.
Are there any other good examples of implementing an event loop for a popup. Even better would be pseudo-code for what the built in NSApplication run loop does.
Another way of putting all this... what's the Cocoa equivalent of Windows' PeekMessage(..., PM_REMOVE), PeekMessage(..., PM_NOREMOVE) and DispatchMessage().
Any help greatly appreciated.
What exactly is a "popup" as you're using the term? That term means different things in different GUI APIs. Is it just a modal dialog window?
Update for edits to question:
It seems you just want to implement a custom menu. Apple provides a sample project, CustomMenus, which illustrates that technique. It's a companion to one of the WWDC 2010 session videos, Session 145, "Key Event Handling in Cocoa Applications".
Depending on exactly what you need to achieve, you might want to use an NSAlert. Alternatively, you can use a custom window and just run it modally using the -runModalForWindow: method of NSApplication.
To meet your requirement of ending the modal session when the user clicks outside of the window, you could use a local event monitor. There's even an example of just such functionality in the (modern, current) Cocoa Event Handling Guide: Monitoring Events.
All of that said, here are (hopefully no longer relevant) answers to your specific questions:
The linked article states: "the application’s main thread is unable to process any other requests during an event-tracking loop and
timers might not fire". Might not? Why not, when not, how to make
sure they do?
Because timers are scheduled in a particular run loop mode or set of modes. See the answer to question 4, below. You would typically use the event-tracking mode when running an event-tracking loop, so timers which are not scheduled in that mode will not run.
You could use the default mode for your event-tracking loop, but it really isn't a good idea. It might cause unexpected re-entrancy.
Assuming your pop-up is similar to a modal window, you should probably use NSModalPanelRunLoopMode.
The docs for nextEventMatchingMask:untilDate:inMode:dequeue:
states "events that do not match one of the specified event types are
left in the queue.". That seems a little odd. Does this mean that if
an event loop only asks for mouse events then any pressed keys will be
processed once the loop finishes? That'd be weird.
Yes, that's what it means. It's up to you to prevent that weird outcome. If you were to read a version of the Cocoa Event Handling Guide from this decade, you'd find there's a section on how to deal with this. ;-P
Is it possible to peek at a message in the event queue without removing it. eg: the Windows version of my library uses this to close
the popup when it's clicked outside, but leaves the click event in the
queue so that clicking outside the popup on a another button doesn't
require a second click.
Yes. Did you notice the "dequeue:" parameter of nextEventMatchingMask:untilDate:inMode:dequeue:? If you pass NO for that, then the event is left in the queue.
I've read and re-read about run loop modes but still don't really get it. A good explanation of what these are for would be great.
It's hard to know what to tell you without knowing what you're confused about and how the Apple guide failed you.
Are you familiar with handling multiple asynchronous communication channels using a loop around select(), poll(), epoll(), or kevent()? It's kind of like that, but a bit more automated. Not only do you build a data structure which lists the input sources you want to monitor and what specific events on those input sources you're interested in, but each input source also has a callback associated with it. Running the run loop is like calling one of the above functions to wait for input but also, when input arrives, calling the callback associated with the source to handle that input. You can run a single turn of that loop, run it until a specific time, or even run it indefinitely.
With run loops, the input sources can be organized into sets. The sets are called "modes" and identified by name (i.e. a string). When you run a run loop, you specify which set of input sources it should monitor by specifying which mode it should run in. The other input sources are still known to the run loop, but just ignored temporarily.
The -nextEventMatchingMask:untilDate:inMode:dequeue: method is, more or less, running the thread's run loop internally. In addition to whatever input sources were already present in the run loop, it temporarily adds an input source to monitor events from the windowing system, including mouse and key events.
Are there any other good examples of implementing an event loop for a popup. Even better would be pseudo-code for what the built in
NSApplication run loop does.
There's old Apple sample code, which is actually their implementation of GLUT. It provides a subclass of NSApplication and overrides the -run method. When you strip away some stuff that's only relevant for application start-up or GLUT, it's pretty simple. It's just a loop around -nextEventMatchingMask:... and -sendEvent:.

CFRunLoopObserver vs. nested CFRunLoops

I`ve got a Cocoa UI app that needs to update its main window as fast as the rest of its UI event loop permits, so I implemented the main updater function via a CFRunLoopObserver. I also have an application-modal alert box and a context menu.
So, my problem is that when I have both an alert and a context menu on the screen, the updater gets stuck, presumably due to excess number of nested run loops above the one it has been attached to back at the start. Surprisingly, I can alleviate the issue by duplicating the observer, and it keeps running — one instance only, randomly chosen from the two existing when the «blocking» nested loop starts. When it ends (a menu item gets chosen, an alert exceeds its timeout or is dismissed manually — whatever), things get back to normal, and the blocked observer regains the ability to run.
Now the question: is there a way to have a single observer that gets executed no matter how deep the run loop stack is?
Sidestepping the runloop issue, have you looked at CVDisplayLink?
You set one up using CVDisplayLinkCreateWithActiveCGDisplays(), and then attach a callback using CVDisplayLinkSetOutputCallback(). It'll ask for data at the refresh rate of the display, so you'll be getting the callback as fast as you need.

How modal dialog is implemented?

For a long time I have been wondering how modal dialog is implemented.
Let me take Qt as an example. (Nearly all GUI toolkit has this mechanism)
In the main event loop, a slot is called, and in this slot a modal dialog is opened. Before the dialog is closed, the slot doesn't return control to the main event loop. So I thought that the main event loop is blocked and become unresponsive. Apparently this is not true, since when you open a modal dialog, the background main window is still working, like repainting its UI or keep displaying a curve or some graph. It just becomes not to accept any user input.
I did an experiment. I didn't open a modal dialog in the slot, but start a new thread there, and wait for the thread to finish in that slot. This definitely blocked the main event loop.
How modal dialog is implemented after all? How does it keep main event loop unblocked but at the same time blocked the calling slot?
There is only ever a need for a single event loop, and it does not block when a modal dialog appears. Though, I suppose, different toolkits may handle this differently. You would need to consult the documentation to know for sure. Conceptually, however, it all works in the same way.
Every event has a source where the event occured. When a modal dialog appears, the event loop either ignores or redirects all events that originate outside of the dialog. There's really no magic to it. Generally speaking, it's like an if statement in the event loop code that says "if (modal_is_shown() and !event_is_in_modal_window()) {ignore_and_wait_for_next_event()}". Of course, the logic is a bit more complicated, but that's the gist of it.
If you're looking for examples here's another one:
In Tk, there is only ever one event loop. Modal behavior (doesn't have to be dialog, can also be tooltips, textbox etc) is simply implemented by making the main window ignore mouse and keyboard events. All other events like redraws etc. can still be serviced because the event loop is still running.
Tk implements this via the [grab] function. Calling grab on a UI object makes it the only object able to respond to keyboard and mouse events. Essentially blocking all other objects. This doesn't mess with the event loop. It merely temporarily disables event handlers until the grab is released.
It should be noted that Unix-like operating systems running X also has grab built in to the windowing system. So it's not necessarily implemented merely by UI toolkit libraries but is sometimes also a built in feature of the OS. Again, this is implemented by simple blocking/disabling of events instead of instantiating separate event loops. I believe this also used to be the case for the older MacOS before OSX. Not sure about OSX or Windows though. Even though modality is often implemented by the OS itself, toolkits like Qt and Tk often implement their own mechanisms to standardize behaviors across different platforms.
So the conclusion is, it is not necessary to block the main event loop to implement modality. You just need to block the events and/or event handlers.
The answer by https://stackoverflow.com/users/893/greg-hewgill is correct.
However, reading the follow-up discussion between him and https://stackoverflow.com/users/188326/solotim , I feel that there is room for further clarification, by means of prose and some pseudo-code.
I'll handle the prose part with a fact-list:
The main message loop does not run until the modal activity is finished
However, events are still delivered while the modal activity is running
This is because there is a nested event loop within the modal activity.
So far I just repeated Greg's answer, please bear with me as it is for continuity's sake. Below is where I hope to contribute additional, useful info.
The nested event loop is part of the GUI toolkit, and as such, it knows the callback functions related to every window in existence
When the nested event loop raises an event (such as a repaint event directed to the main window), it invokes the callback function associated with that event. Note that "callback" here may refer to a method of a class representing a window, in object-oriented systems.
the callback function does what is needed (e.g., repaint), and returns right back to the nested message loop (the one within the modal activity)
Last, but not least, here's pseudo-code to hopefully illustrate further, using a fictitious "GuiToolkit":
void GuiToolkit::RunModal( ModalWindow *m )
{
// main event loop
while( !GuiToolkit::IsFinished() && m->IsOpen() )
{
GuiToolkit::ProcessEvent(); // this will call
// MainWindow::OnRepaint
// as needed, via the virtual
// method of the base class
// NonModalWindow::OnRepaint
}
}
class AboutDialog: public ModalWindow
{
}
class MainWindow: public NonModalWindow
{
virtual void OnRepaint()
{
...
}
virtual void OnAboutBox()
{
AboutDialog about;
GuiToolkit::RunModal(&about); // blocks here!!
}
}
main()
{
MainWindow window;
GuiToolkit::Register( &window ) // GuiToolkit knows how to
// invoke methods of window
// main event loop
while( !GuiToolkit::IsFinished() )
{
GuiToolkit::ProcessEvent(); // this will call
// MainWindow::OnAboutBox
// at some point
}
}
In general, a modal dialog box of this type is implemented by running its own message loop instead of your application's message loop. Messages directed to your main window (such as timer or paint messages) will still get delivered, even during the modal operation.
In some situations, you may have to be careful that you don't recursively do the same thing repeatedly. For example, if you trigger a modal dialog box on a timer message combined with some persistent flag, you'll want to make sure you don't keep bringing up the same dialog box repeatedly whenever the timer message fires.

"beginModalSessionForWindow" results in a modeless session?

I'm building an application with a main window and a sub-window that I'd like to present as a modal session. So I'm using this code within the window controller:
self.session = [[NSApplication sharedApplication] beginModalSessionForWindow: self.window];
[[NSApplication sharedApplication] runModalSession: self.session];
However, regardless of where I put this code - in windowDidLoad, in a post-windowDidLoad call from the main window, or even in the window controller's init function - what I get is a modeless sub-window. The sub-window appears over the main window, but the main window continues to respond to input events.
What am I doing wrong?
nvm - found my answer by reading some examples. (Once again, hours of research before posting on Stack failed to yield answers, and I stumble across insight right after posting.)
For posterity, here's the answer: beginModalSessionForWindow doesn't work like runModalForWindow.
With runModal, you can execute that code anywhere, and Cocoa will immediately halt all processing except for the modal window. (Unfortunately, that includes timers tied to non-UI events for background processing.) The code that executes runModal is blocked, and resumes only after the modal window is closed. The system enforces the modality of the window.
beginModalSessionForWindow works very differently. Wherever you execute it, the code starts up the modal window and then keeps executing. In the general use case (as demonstrated in Apple's examples), if you call beginModal before a loop and then condition the loop on polling the status of the session, the loop can perform whatever other processing you want; and during the loop, it's also blocking normal UI events - just like any IBAction would when executing a long-running loop.
The point is that beginModalSession actually doesn't enforce any modality of the window. Rather, your code enforces the modality of the window by executing a long-running loop. If you don't use a loop, but instead just let the "modal" session run and resume the ordinary event loop... then your other windows get all event processing, including UI events. The "modal" window becomes modeless.
I will argue that "beginModalSessionForWindow" should really be called beginModelessSessionForWindow, because that's what it does: it creates a modeless window and returns.

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