95 lines
2.5 KiB
C++
95 lines
2.5 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 IEVENTQUEUEBUFFER_H
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#define IEVENTQUEUEBUFFER_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 CEventQueueTimer;
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//! Event queue buffer interface
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/*!
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An event queue buffer provides a queue of events for an IEventQueue.
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*/
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class IEventQueueBuffer : public IInterface {
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public:
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enum Type {
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kNone, //!< No event is available
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kSystem, //!< Event is a system event
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kUser //!< Event is a user event
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};
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//! @name manipulators
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//@{
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//! Block waiting for an event
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/*!
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Wait for an event in the event queue buffer for up to \p timeout
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seconds.
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*/
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virtual void waitForEvent(double timeout) = 0;
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//! Get the next event
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/*!
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Get the next event from the buffer. Return kNone if no event is
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available. If a system event is next, return kSystem and fill in
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event. The event data in a system event can point to a static
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buffer (because CEvent::deleteData() will not attempt to delete
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data in a kSystem event). Otherwise, return kUser and fill in
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\p dataID with the value passed to \c addEvent().
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*/
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virtual Type getEvent(CEvent& event, UInt32& dataID) = 0;
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//! Post an event
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/*!
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Add the given event to the end of the queue buffer. This is a user
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event and \c getEvent() must be able to identify it as such and
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return \p dataID. This method must cause \c waitForEvent() to
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return at some future time if it's blocked waiting on an event.
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*/
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virtual bool addEvent(UInt32 dataID) = 0;
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//@}
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//! @name accessors
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//@{
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//! Check if event queue buffer is empty
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/*!
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Return true iff the event queue buffer is empty.
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*/
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virtual bool isEmpty() const = 0;
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//! Create a timer object
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/*!
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Create and return a timer object. The object is opaque and is
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used only by the buffer but it must be a valid object (i.e.
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not NULL).
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*/
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virtual CEventQueueTimer*
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newTimer(double duration, bool oneShot) const = 0;
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//! Destroy a timer object
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/*!
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Destroy a timer object previously returned by \c newTimer().
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*/
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virtual void deleteTimer(CEventQueueTimer*) const = 0;
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//@}
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};
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#endif
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