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5eedb22834
Some of these are less helpful than others. Avoiding a bunch of mallocs in the event loop wakeup code is definitely nice.
76 lines
1.8 KiB
C++
76 lines
1.8 KiB
C++
#pragma once
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#include <AK/Badge.h>
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#include <AK/HashMap.h>
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#include <AK/OwnPtr.h>
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#include <AK/Vector.h>
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#include <AK/WeakPtr.h>
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#include <sys/select.h>
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#include <time.h>
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class CEvent;
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class CObject;
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class CNotifier;
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class CEventLoop {
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public:
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CEventLoop();
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virtual ~CEventLoop();
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int exec();
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void post_event(CObject& receiver, OwnPtr<CEvent>&&);
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static CEventLoop& main();
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static CEventLoop& current();
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bool running() const { return m_running; }
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static int register_timer(CObject&, int milliseconds, bool should_reload);
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static bool unregister_timer(int timer_id);
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static void register_notifier(Badge<CNotifier>, CNotifier&);
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static void unregister_notifier(Badge<CNotifier>, CNotifier&);
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void quit(int);
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virtual void take_pending_events_from(CEventLoop& other)
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{
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m_queued_events.append(move(other.m_queued_events));
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}
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protected:
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virtual void add_file_descriptors_for_select(fd_set&, int& max_fd) { UNUSED_PARAM(max_fd); }
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virtual void process_file_descriptors_after_select(const fd_set&) { }
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virtual void do_processing() { }
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private:
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void wait_for_event();
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void get_next_timer_expiration(timeval&);
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struct QueuedEvent {
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WeakPtr<CObject> receiver;
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OwnPtr<CEvent> event;
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};
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Vector<QueuedEvent, 64> m_queued_events;
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bool m_running { false };
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bool m_exit_requested { false };
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int m_exit_code { 0 };
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struct EventLoopTimer {
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int timer_id { 0 };
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int interval { 0 };
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timeval fire_time;
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bool should_reload { false };
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WeakPtr<CObject> owner;
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void reload(const timeval& now);
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bool has_expired(const timeval& now) const;
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};
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static HashMap<int, OwnPtr<EventLoopTimer>>* s_timers;
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static int s_next_timer_id;
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static HashTable<CNotifier*>* s_notifiers;
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};
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