barrier/lib/base/IEventQueue.h
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

143 lines
4.3 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 IEVENTQUEUE_H
#define IEVENTQUEUE_H
#include "IInterface.h"
#include "BasicTypes.h"
class CEvent;
class IEventJob;
// Opaque type for timer info. This is defined by subclasses of
// IEventQueue.
class CEventQueueTimer;
//! Event queue interface
/*!
An event queue provides a queue of CEvents. Clients can block waiting
on any event becoming available at the head of the queue and can place
new events at the end of the queue. Clients can also add and remove
timers which generate events periodically.
*/
class IEventQueue : public IInterface {
public:
class CTimerEvent {
public:
CEventQueueTimer* m_timer; //!< The timer
UInt32 m_count; //!< Number of repeats
};
//! @name manipulators
//@{
//! Remove event from queue
/*!
Returns the next event on the queue into \p event. If no event is
available then blocks for up to \p timeout seconds, or forever if
\p timeout is negative. Returns true iff an event was available.
*/
virtual bool getEvent(CEvent& event, double timeout = -1.0) = 0;
//! Dispatch an event
/*!
Looks up the dispatcher for the event's target and invokes it.
Returns true iff a dispatcher exists for the target.
*/
virtual bool dispatchEvent(const CEvent& event) = 0;
//! Add event to queue
/*!
Adds \p event to the end of the queue.
*/
virtual void addEvent(const CEvent& event) = 0;
//! Create a recurring timer
/*!
Creates and returns a timer. An event is returned after \p duration
seconds and the timer is reset to countdown again. When a timer event
is returned the data points to a \c CTimerEvent. The client must pass
the returned timer to \c deleteTimer() (whether or not the timer has
expired) to release the timer. The returned timer event uses the
given \p target.
Events for a single timer don't accumulate in the queue, even if the
client reading events can't keep up. Instead, the \c m_count member
of the \c CTimerEvent indicates how many events for the timer would
have been put on the queue since the last event for the timer was
removed (or since the timer was added).
*/
virtual CEventQueueTimer*
newTimer(double duration, void* target = NULL) = 0;
//! Create a one-shot timer
/*!
Creates and returns a one-shot timer. An event is returned when
the timer expires and the timer is removed from further handling.
When a timer event is returned the data points to a \c CTimerEvent.
The \m c_count member of the \c CTimerEvent is always 1. The client
must pass the returned timer to \c deleteTimer() (whether or not the
timer has expired) to release the timer. The returned timer event
uses the given \p target.
*/
virtual CEventQueueTimer*
newOneShotTimer(double duration,
void* target = NULL) = 0;
//! Destroy a timer
/*!
Destroys a previously created timer. The timer is removed from the
queue and will not generate event, even if the timer has expired.
*/
virtual void deleteTimer(CEventQueueTimer*) = 0;
//! Register an event handler
/*!
Registers an event handler for \p target. The \p handler is
adopted. Any existing handler for the target is deleted.
*/
virtual void adoptHandler(void* target, IEventJob* handler) = 0;
//! Unregister an event handler
/*!
Unregisters an event handler for \p target and returns it.
Returns NULL if there was no such handler. The client becomes
responsible for deleting the returned handler.
*/
virtual IEventJob* orphanHandler(void* target) = 0;
//@}
//! @name accessors
//@{
//! Test if queue is empty
/*!
Returns true iff the queue has no events in it, including timer
events.
*/
virtual bool isEmpty() const = 0;
//! Get an event handler
/*!
Finds and returns the event handler for \p target, or NULL if
there is no such handler.
*/
virtual IEventJob* getHandler(void* target) const = 0;
//@}
};
#endif