mirror of
https://github.com/debauchee/barrier.git
synced 2024-12-20 17:41:52 +03:00
4c7e524896
an event queue and events, TCP sockets converted to use events, unix multithreading and network stuff converted, and an X Windows event queue subclass.
193 lines
4.9 KiB
C++
193 lines
4.9 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.
|
|
*/
|
|
|
|
#ifndef CEVENTQUEUE_H
|
|
#define CEVENTQUEUE_H
|
|
|
|
#include "IEventQueue.h"
|
|
#include "CEvent.h"
|
|
#include "CPriorityQueue.h"
|
|
#include "CStopwatch.h"
|
|
#include "IArchMultithread.h"
|
|
#include "stdmap.h"
|
|
#include "stdset.h"
|
|
|
|
//! Event queue
|
|
/*!
|
|
An event queue that implements the platform independent parts and
|
|
delegates the platform dependent parts to a subclass.
|
|
*/
|
|
class CEventQueue : public IEventQueue {
|
|
public:
|
|
CEventQueue();
|
|
virtual ~CEventQueue();
|
|
|
|
//! @name manipulators
|
|
//@{
|
|
|
|
//@}
|
|
//! @name accessors
|
|
//@{
|
|
|
|
//! Get the system event type target
|
|
/*!
|
|
Returns the target to use for dispatching \c CEvent::kSystem events.
|
|
*/
|
|
static void* getSystemTarget();
|
|
|
|
//! Get the singleton instance
|
|
/*!
|
|
Returns the singleton instance of the event queue
|
|
*/
|
|
static CEventQueue* getInstance();
|
|
|
|
//@}
|
|
|
|
// IEventQueue overrides
|
|
virtual bool getEvent(CEvent& event, double timeout = -1.0);
|
|
virtual bool dispatchEvent(const CEvent& event);
|
|
virtual void addEvent(const CEvent& event);
|
|
virtual CEventQueueTimer*
|
|
newTimer(double duration, void* target = NULL);
|
|
virtual CEventQueueTimer*
|
|
newOneShotTimer(double duration, void* target = NULL);
|
|
virtual void deleteTimer(CEventQueueTimer*);
|
|
virtual void adoptHandler(void* target, IEventJob* dispatcher);
|
|
virtual IEventJob* orphanHandler(void* target);
|
|
virtual bool isEmpty() const;
|
|
virtual IEventJob* getHandler(void* target) const;
|
|
|
|
protected:
|
|
//! @name manipulators
|
|
//@{
|
|
|
|
//! Get the data for a given id
|
|
/*!
|
|
Takes a saved event id, \p eventID, and returns a \c CEvent. The
|
|
event id becomes invalid after this call. The \p eventID must have
|
|
been passed to a successful call to \c doAddEvent() and not removed
|
|
since.
|
|
*/
|
|
CEvent removeEvent(UInt32 eventID);
|
|
|
|
//! Block waiting for an event
|
|
/*!
|
|
Wait for an event in the system event queue for up to \p timeout
|
|
seconds.
|
|
*/
|
|
virtual void waitForEvent(double timeout) = 0;
|
|
|
|
//! Get the next event
|
|
/*!
|
|
Remove the next system event (one should be pending) and convert it
|
|
to a \c CEvent. The event type should be either \c CEvent::kSystem
|
|
if the event was not added by \c doAddEvent() or a type returned by
|
|
\c CEvent::registerType() if it was (and not \c CEvent::kTimer). A
|
|
non-system event will normally be retrieved by \c removeEvent(), but
|
|
the implementation must be able to tell the difference between a
|
|
system event and one added by \c doAddEvent().
|
|
*/
|
|
virtual bool doGetEvent(CEvent& event) = 0;
|
|
|
|
//! Post an event
|
|
/*!
|
|
Add the given event to the end of the system queue. This is a user
|
|
event and \c doGetEvent() must be able to identify it as such.
|
|
This method must cause \c waitForEvent() to return at some future
|
|
time if it's blocked waiting on an event.
|
|
*/
|
|
virtual bool doAddEvent(UInt32 dataID) = 0;
|
|
|
|
//@}
|
|
//! @name accessors
|
|
//@{
|
|
|
|
//! Check if system queue is empty
|
|
/*!
|
|
Return true iff the system queue is empty.
|
|
*/
|
|
virtual bool doIsEmpty() const = 0;
|
|
|
|
//! Create a timer object
|
|
/*!
|
|
Create and return a timer object. The object is opaque and is
|
|
used only by the subclass but it must be a valid object (i.e.
|
|
not NULL).
|
|
*/
|
|
virtual CEventQueueTimer*
|
|
doNewTimer(double duration, bool oneShot) const = 0;
|
|
|
|
//! Destroy a timer object
|
|
/*!
|
|
Destroy a timer object previously returned by \c doNewTimer().
|
|
*/
|
|
virtual void doDeleteTimer(CEventQueueTimer*) const = 0;
|
|
|
|
//@}
|
|
|
|
private:
|
|
UInt32 saveEvent(const CEvent& event);
|
|
bool hasTimerExpired(CEvent& event);
|
|
double getNextTimerTimeout() const;
|
|
|
|
private:
|
|
class CTimer {
|
|
public:
|
|
CTimer(CEventQueueTimer*, double timeout, void* target, bool oneShot);
|
|
~CTimer();
|
|
|
|
void reset();
|
|
|
|
CTimer& operator-=(double);
|
|
|
|
operator double() const;
|
|
|
|
bool isOneShot() const;
|
|
CEventQueueTimer*
|
|
getTimer() const;
|
|
void* getTarget() const;
|
|
void fillEvent(CTimerEvent&) const;
|
|
|
|
bool operator<(const CTimer&) const;
|
|
|
|
private:
|
|
CEventQueueTimer* m_timer;
|
|
double m_timeout;
|
|
void* m_target;
|
|
bool m_oneShot;
|
|
double m_time;
|
|
};
|
|
typedef std::set<CEventQueueTimer*> CTimers;
|
|
typedef CPriorityQueue<CTimer> CTimerQueue;
|
|
typedef std::map<UInt32, CEvent> CEventTable;
|
|
typedef std::vector<UInt32> CEventIDList;
|
|
typedef std::map<void*, IEventJob*> CHandlerTable;
|
|
|
|
static CEventQueue* s_instance;
|
|
|
|
CArchMutex m_mutex;
|
|
|
|
CEventTable m_events;
|
|
CEventIDList m_oldEventIDs;
|
|
|
|
CStopwatch m_time;
|
|
CTimers m_timers;
|
|
CTimerQueue m_timerQueue;
|
|
CTimerEvent m_timerEvent;
|
|
|
|
CHandlerTable m_handlers;
|
|
};
|
|
|
|
#endif
|