barrier/lib/base/CEventQueue.cpp
crs 4c7e524896 Checkpointing centralized event queue stuff. Currently have:
an event queue and events, TCP sockets converted to use events,
unix multithreading and network stuff converted, and an X Windows
event queue subclass.
2004-01-24 16:09:25 +00:00

382 lines
7.2 KiB
C++

/*
* synergy -- mouse and keyboard sharing utility
* Copyright (C) 2004 Chris Schoeneman
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* found in the file COPYING that should have accompanied this file.
*
* This package is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*/
#include "CEventQueue.h"
#include "IEventJob.h"
#include "CArch.h"
//
// CEventQueue
//
static int g_systemTarget = 0;
CEventQueue* CEventQueue::s_instance = NULL;
CEventQueue::CEventQueue()
{
assert(s_instance == NULL);
s_instance = this;
m_mutex = ARCH->newMutex();
}
CEventQueue::~CEventQueue()
{
ARCH->closeMutex(m_mutex);
s_instance = NULL;
}
void*
CEventQueue::getSystemTarget()
{
// any unique arbitrary pointer will do
return &g_systemTarget;
}
CEventQueue*
CEventQueue::getInstance()
{
return s_instance;
}
bool
CEventQueue::getEvent(CEvent& event, double timeout)
{
// if no events are waiting then handle timers and then wait
if (doIsEmpty()) {
// handle timers first
if (hasTimerExpired(event)) {
return true;
}
// get time until next timer expires. if there is a timer
// and it'll expire before the client's timeout then use
// that duration for our timeout instead.
double timerTimeout = getNextTimerTimeout();
if (timerTimeout >= 0.0 && timerTimeout < timeout) {
timeout = timerTimeout;
}
// wait for an event
waitForEvent(timeout);
}
// if no events are pending then do the timers
if (doIsEmpty()) {
return hasTimerExpired(event);
}
return doGetEvent(event);
}
bool
CEventQueue::dispatchEvent(const CEvent& event)
{
void* target = event.getTarget();
IEventJob* job = getHandler(target);
if (job != NULL) {
job->run(event);
return true;
}
return false;
}
void
CEventQueue::addEvent(const CEvent& event)
{
// discard bogus event types
switch (event.getType()) {
case CEvent::kUnknown:
case CEvent::kSystem:
case CEvent::kTimer:
return;
default:
break;
}
// store the event's data locally
UInt32 eventID = saveEvent(event);
// add it
if (!doAddEvent(eventID)) {
// failed to send event
removeEvent(eventID);
CEvent::deleteData(event);
}
}
CEventQueueTimer*
CEventQueue::newTimer(double duration, void* target)
{
assert(duration > 0.0);
CEventQueueTimer* timer = doNewTimer(duration, false);
CArchMutexLock lock(m_mutex);
m_timers.insert(timer);
m_timerQueue.push(CTimer(timer, duration, target, false));
return timer;
}
CEventQueueTimer*
CEventQueue::newOneShotTimer(double duration, void* target)
{
assert(duration > 0.0);
CEventQueueTimer* timer = doNewTimer(duration, true);
CArchMutexLock lock(m_mutex);
m_timers.insert(timer);
m_timerQueue.push(CTimer(timer, duration, target, true));
return timer;
}
void
CEventQueue::deleteTimer(CEventQueueTimer* timer)
{
{
CArchMutexLock lock(m_mutex);
for (CTimerQueue::iterator index = m_timerQueue.begin();
index != m_timerQueue.end(); ++index) {
if (index->getTimer() == timer) {
m_timerQueue.erase(index);
break;
}
}
CTimers::iterator index = m_timers.find(timer);
if (index != m_timers.end()) {
m_timers.erase(index);
}
}
doDeleteTimer(timer);
}
void
CEventQueue::adoptHandler(void* target, IEventJob* handler)
{
CArchMutexLock lock(m_mutex);
IEventJob*& job = m_handlers[target];
delete job;
job = handler;
}
IEventJob*
CEventQueue::orphanHandler(void* target)
{
CArchMutexLock lock(m_mutex);
CHandlerTable::iterator index = m_handlers.find(target);
if (index != m_handlers.end()) {
IEventJob* handler = index->second;
m_handlers.erase(index);
return handler;
}
else {
return NULL;
}
}
bool
CEventQueue::isEmpty() const
{
return (doIsEmpty() && getNextTimerTimeout() != 0.0);
}
IEventJob*
CEventQueue::getHandler(void* target) const
{
CArchMutexLock lock(m_mutex);
CHandlerTable::const_iterator index = m_handlers.find(target);
if (index != m_handlers.end()) {
return index->second;
}
else {
return NULL;
}
}
UInt32
CEventQueue::saveEvent(const CEvent& event)
{
CArchMutexLock lock(m_mutex);
// choose id
UInt32 id;
if (!m_oldEventIDs.empty()) {
// reuse an id
id = m_oldEventIDs.back();
m_oldEventIDs.pop_back();
}
else {
// make a new id
id = static_cast<UInt32>(m_oldEventIDs.size());
}
// save data
m_events[id] = event;
return id;
}
CEvent
CEventQueue::removeEvent(UInt32 eventID)
{
CArchMutexLock lock(m_mutex);
// look up id
CEventTable::iterator index = m_events.find(eventID);
if (index == m_events.end()) {
return CEvent();
}
// get data
CEvent event = index->second;
m_events.erase(index);
// save old id for reuse
m_oldEventIDs.push_back(eventID);
return event;
}
bool
CEventQueue::hasTimerExpired(CEvent& event)
{
CArchMutexLock lock(m_mutex);
// return true if there's a timer in the timer priority queue that
// has expired. if returning true then fill in event appropriately
// and reset and reinsert the timer.
if (m_timerQueue.empty()) {
return false;
}
// get time elapsed since last check
const double time = m_time.getTime();
m_time.reset();
// countdown elapsed time
for (CTimerQueue::iterator index = m_timerQueue.begin();
index != m_timerQueue.end(); ++index) {
(*index) -= time;
}
// done if no timers are expired
if (m_timerQueue.top() > 0.0) {
return false;
}
// remove timer from queue
CTimer timer = m_timerQueue.top();
m_timerQueue.pop();
// prepare event and reset the timer's clock
timer.fillEvent(m_timerEvent);
event = CEvent(CEvent::kTimer, timer.getTarget(), &m_timerEvent);
timer.reset();
// reinsert timer into queue if it's not a one-shot
if (!timer.isOneShot()) {
m_timerQueue.push(timer);
}
return true;
}
double
CEventQueue::getNextTimerTimeout() const
{
CArchMutexLock lock(m_mutex);
// return -1 if no timers, 0 if the top timer has expired, otherwise
// the time until the top timer in the timer priority queue will
// expire.
if (m_timerQueue.empty()) {
return -1.0;
}
if (m_timerQueue.top() <= 0.0) {
return 0.0;
}
return m_timerQueue.top();
}
//
// CXWindowsScreen::CTimer
//
CEventQueue::CTimer::CTimer(CEventQueueTimer* timer,
double timeout, void* target, bool oneShot) :
m_timer(timer),
m_timeout(timeout),
m_target(target),
m_oneShot(oneShot),
m_time(timeout)
{
assert(m_timeout > 0.0);
}
CEventQueue::CTimer::~CTimer()
{
// do nothing
}
void
CEventQueue::CTimer::reset()
{
m_time = m_timeout;
}
CEventQueue::CTimer::CTimer&
CEventQueue::CTimer::operator-=(double dt)
{
m_time -= dt;
return *this;
}
CEventQueue::CTimer::operator double() const
{
return m_time;
}
bool
CEventQueue::CTimer::isOneShot() const
{
return m_oneShot;
}
CEventQueueTimer*
CEventQueue::CTimer::getTimer() const
{
return m_timer;
}
void*
CEventQueue::CTimer::getTarget() const
{
return m_target;
}
void
CEventQueue::CTimer::fillEvent(CTimerEvent& event) const
{
event.m_timer = m_timer;
event.m_count = 0;
if (m_time <= 0.0) {
event.m_count = static_cast<UInt32>((m_timeout - m_time) / m_timeout);
}
}
bool
CEventQueue::CTimer::operator<(const CTimer& t) const
{
return m_time < t.m_time;
}