2009-02-27 11:54:59 +00:00
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/*
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2010-06-20 17:38:51 +00:00
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* synergy-plus -- mouse and keyboard sharing utility
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* Copyright (C) 2009 The Synergy+ Project
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2009-02-27 11:54:59 +00:00
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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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2010-06-20 17:38:51 +00:00
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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2009-02-27 11:54:59 +00:00
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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 "CEvent.h"
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#define EVENTQUEUE IEventQueue::getInstance()
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class IEventJob;
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class IEventQueueBuffer;
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// Opaque type for timer info. This is defined by subclasses of
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// IEventQueueBuffer.
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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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//! Set the buffer
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/*!
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Replace the current event queue buffer. Any queued events are
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discarded. The queue takes ownership of the buffer.
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*/
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virtual void adoptBuffer(IEventQueueBuffer*) = 0;
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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. If \p target is NULL it uses the returned timer as
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the 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) = 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. If \p target is NULL it uses the returned
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timer as the target.
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*/
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virtual CEventQueueTimer*
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newOneShotTimer(double duration,
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void* target) = 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 for an event type
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/*!
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Registers an event handler for \p type and \p target. The \p handler
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is adopted. Any existing handler for the type,target pair is deleted.
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\c dispatchEvent() will invoke \p handler for any event for \p target
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of type \p type. If no such handler exists it will use the handler
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for \p target and type \p kUnknown if it exists.
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*/
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virtual void adoptHandler(CEvent::Type type,
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void* target, IEventJob* handler) = 0;
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//! Unregister an event handler for an event type
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/*!
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Unregisters an event handler for the \p type, \p target pair and
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deletes it.
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*/
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virtual void removeHandler(CEvent::Type type, void* target) = 0;
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//! Unregister all event handlers for an event target
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/*!
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Unregisters all event handlers for the \p target and deletes them.
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*/
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virtual void removeHandlers(void* target) = 0;
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//! Creates a new event type
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/*!
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Returns a unique event type id.
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*/
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virtual CEvent::Type
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registerType(const char* name) = 0;
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//! Creates a new event type
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/*!
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If \p type contains \c kUnknown then it is set to a unique event
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type id otherwise it is left alone. The final value of \p type
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is returned.
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*/
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virtual CEvent::Type
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registerTypeOnce(CEvent::Type& type,
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const char* name) = 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 the \p type, \p target pair
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if it exists, otherwise it returns NULL.
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*/
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virtual IEventJob* getHandler(CEvent::Type type, void* target) const = 0;
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//! Get name for event
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/*!
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Returns the name for the event \p type. This is primarily for
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debugging.
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*/
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virtual const char* getTypeName(CEvent::Type type) = 0;
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//! Get the system event type target
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/*!
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Returns the target to use for dispatching \c CEvent::kSystem events.
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*/
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static void* getSystemTarget();
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//! Get the singleton instance
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/*!
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Returns the singleton instance of the event queue
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*/
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static IEventQueue* getInstance();
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//@}
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protected:
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//! @name manipulators
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//@{
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//! Set the singleton instance
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/*!
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Sets the singleton instance of the event queue
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*/
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static void setInstance(IEventQueue*);
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//@}
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private:
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static IEventQueue* s_instance;
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};
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#endif
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