/* * Deskflow -- mouse and keyboard sharing utility * SPDX-FileCopyrightText: (C) 2025 Deskflow Developers * SPDX-FileCopyrightText: (C) 2012 - 2016 Symless Ltd. * SPDX-FileCopyrightText: (C) 2004 Chris Schoeneman * SPDX-License-Identifier: GPL-2.0-only WITH LicenseRef-OpenSSL-Exception */ #pragma once #include "base/EventTypes.h" #include "base/IEventQueue.h" #include "base/PriorityQueue.h" #include "base/Stopwatch.h" #include "mt/CondVar.h" #include #include #include #include #include //! Event queue /*! An event queue that implements the platform independent parts and delegates the platform dependent parts to a subclass. */ class EventQueue : public IEventQueue { public: EventQueue(); EventQueue(EventQueue const &) = delete; EventQueue(EventQueue &&) = delete; ~EventQueue() override; EventQueue &operator=(EventQueue const &) = delete; EventQueue &operator=(EventQueue &&) = delete; // IEventQueue overrides void loop() override; void adoptBuffer(IEventQueueBuffer *) override; bool getEvent(Event &event, double timeout = -1.0) override; bool dispatchEvent(const Event &event) override; void addEvent(const Event &event) override; EventQueueTimer *newTimer(double duration, void *target) override; EventQueueTimer *newOneShotTimer(double duration, void *target) override; void deleteTimer(EventQueueTimer *) override; void addHandler(EventTypes type, void *target, const EventHandler &handler) override; void removeHandler(EventTypes type, void *target) override; void removeHandlers(void *target) override; bool isEmpty() const override; void *getSystemTarget() override; void waitForReady() const override; private: const EventHandler *getHandler(EventTypes type, void *target) const; uint32_t saveEvent(const Event &event); Event removeEvent(uint32_t eventID); bool hasTimerExpired(Event &event); double getNextTimerTimeout() const; void addEventToBuffer(const Event &event); //! //! \brief processEvent Internal event proccessing //! \param event - event to process //! \param timeout - Timeout to stop //! \param timer - StopWatch to use //! \return true if handled //! bool processEvent(Event &event, double timeout, Stopwatch &timer); private: class Timer { public: Timer(EventQueueTimer *, double timeout, double initialTime, void *target, bool oneShot); ~Timer() = default; void reset(); Timer &operator-=(double); operator double() const; bool isOneShot() const; EventQueueTimer *getTimer() const; void *getTarget() const; void fillEvent(TimerEvent &) const; private: EventQueueTimer *m_timer; double m_timeout; void *m_target; bool m_oneShot; double m_time; }; using Timers = std::set; using TimerQueue = PriorityQueue; using EventTable = std::map; using EventIDList = std::vector; using TypeHandlerTable = std::map; using HandlerTable = std::map; int m_systemTarget = 0; mutable std::mutex m_mutex; // buffer of events std::unique_ptr m_buffer; // saved events EventTable m_events; EventIDList m_oldEventIDs; // timers Stopwatch m_time; Timers m_timers; TimerQueue m_timerQueue; TimerEvent m_timerEvent; // event handlers HandlerTable m_handlers; Mutex *m_readyMutex = nullptr; CondVar *m_readyCondVar = nullptr; std::queue m_pending; };