mirror of
https://github.com/debauchee/barrier.git
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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.
143 lines
4.3 KiB
C++
143 lines
4.3 KiB
C++
/*
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* synergy -- mouse and keyboard sharing utility
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* Copyright (C) 2004 Chris Schoeneman
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*
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* This package is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* found in the file COPYING that should have accompanied this file.
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*
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* This package is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*/
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#ifndef IEVENTQUEUE_H
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#define IEVENTQUEUE_H
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#include "IInterface.h"
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#include "BasicTypes.h"
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class CEvent;
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class IEventJob;
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// Opaque type for timer info. This is defined by subclasses of
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// IEventQueue.
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class CEventQueueTimer;
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//! Event queue interface
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/*!
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An event queue provides a queue of CEvents. Clients can block waiting
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on any event becoming available at the head of the queue and can place
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new events at the end of the queue. Clients can also add and remove
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timers which generate events periodically.
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*/
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class IEventQueue : public IInterface {
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public:
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class CTimerEvent {
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public:
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CEventQueueTimer* m_timer; //!< The timer
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UInt32 m_count; //!< Number of repeats
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};
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//! @name manipulators
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//@{
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//! Remove event from queue
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/*!
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Returns the next event on the queue into \p event. If no event is
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available then blocks for up to \p timeout seconds, or forever if
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\p timeout is negative. Returns true iff an event was available.
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*/
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virtual bool getEvent(CEvent& event, double timeout = -1.0) = 0;
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//! Dispatch an event
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/*!
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Looks up the dispatcher for the event's target and invokes it.
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Returns true iff a dispatcher exists for the target.
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*/
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virtual bool dispatchEvent(const CEvent& event) = 0;
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//! Add event to queue
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/*!
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Adds \p event to the end of the queue.
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*/
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virtual void addEvent(const CEvent& event) = 0;
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//! Create a recurring timer
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/*!
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Creates and returns a timer. An event is returned after \p duration
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seconds and the timer is reset to countdown again. When a timer event
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is returned the data points to a \c CTimerEvent. The client must pass
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the returned timer to \c deleteTimer() (whether or not the timer has
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expired) to release the timer. The returned timer event uses the
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given \p target.
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Events for a single timer don't accumulate in the queue, even if the
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client reading events can't keep up. Instead, the \c m_count member
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of the \c CTimerEvent indicates how many events for the timer would
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have been put on the queue since the last event for the timer was
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removed (or since the timer was added).
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*/
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virtual CEventQueueTimer*
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newTimer(double duration, void* target = NULL) = 0;
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//! Create a one-shot timer
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/*!
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Creates and returns a one-shot timer. An event is returned when
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the timer expires and the timer is removed from further handling.
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When a timer event is returned the data points to a \c CTimerEvent.
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The \m c_count member of the \c CTimerEvent is always 1. The client
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must pass the returned timer to \c deleteTimer() (whether or not the
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timer has expired) to release the timer. The returned timer event
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uses the given \p target.
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*/
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virtual CEventQueueTimer*
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newOneShotTimer(double duration,
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void* target = NULL) = 0;
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//! Destroy a timer
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/*!
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Destroys a previously created timer. The timer is removed from the
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queue and will not generate event, even if the timer has expired.
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*/
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virtual void deleteTimer(CEventQueueTimer*) = 0;
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//! Register an event handler
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/*!
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Registers an event handler for \p target. The \p handler is
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adopted. Any existing handler for the target is deleted.
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*/
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virtual void adoptHandler(void* target, IEventJob* handler) = 0;
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//! Unregister an event handler
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/*!
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Unregisters an event handler for \p target and returns it.
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Returns NULL if there was no such handler. The client becomes
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responsible for deleting the returned handler.
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*/
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virtual IEventJob* orphanHandler(void* target) = 0;
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//@}
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//! @name accessors
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//@{
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//! Test if queue is empty
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/*!
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Returns true iff the queue has no events in it, including timer
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events.
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*/
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virtual bool isEmpty() const = 0;
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//! Get an event handler
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/*!
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Finds and returns the event handler for \p target, or NULL if
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there is no such handler.
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*/
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virtual IEventJob* getHandler(void* target) const = 0;
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//@}
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};
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#endif
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