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7d11edbe17
In order to avoid having multiple instances, we were keeping a pointer to these singleton objects and only allocating them when it was null. We have `__cxa_guard_{acquire,release}` in the userland, so there's no need to do this dance, as the compiler will ensure that the constructors are only called once.
69 lines
1.5 KiB
C++
69 lines
1.5 KiB
C++
/*
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* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/Badge.h>
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#include <AK/HashMap.h>
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#include <LibGUI/DisplayLink.h>
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#include <LibGUI/WindowServerConnection.h>
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namespace GUI {
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class DisplayLinkCallback : public RefCounted<DisplayLinkCallback> {
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public:
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DisplayLinkCallback(i32 link_id, Function<void(i32)> callback)
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: m_link_id(link_id)
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, m_callback(move(callback))
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{
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}
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void invoke()
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{
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m_callback(m_link_id);
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}
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private:
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i32 m_link_id { 0 };
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Function<void(i32)> m_callback;
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};
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static HashMap<i32, RefPtr<DisplayLinkCallback>>& callbacks()
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{
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static HashMap<i32, RefPtr<DisplayLinkCallback>> s_map;
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return s_map;
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}
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static i32 s_next_callback_id = 1;
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i32 DisplayLink::register_callback(Function<void(i32)> callback)
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{
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if (callbacks().is_empty())
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WindowServerConnection::the().async_enable_display_link();
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i32 callback_id = s_next_callback_id++;
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callbacks().set(callback_id, adopt_ref(*new DisplayLinkCallback(callback_id, move(callback))));
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return callback_id;
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}
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bool DisplayLink::unregister_callback(i32 callback_id)
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{
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VERIFY(callbacks().contains(callback_id));
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callbacks().remove(callback_id);
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if (callbacks().is_empty())
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WindowServerConnection::the().async_disable_display_link();
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return true;
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}
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void DisplayLink::notify(Badge<WindowServerConnection>)
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{
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auto copy_of_callbacks = callbacks();
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for (auto& it : copy_of_callbacks)
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it.value->invoke();
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}
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}
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