/* * 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/Event.h" #include "base/EventTypes.h" #include #include class IEventQueueBuffer; // Opaque type for timer info. This is defined by subclasses of // IEventQueueBuffer. class EventQueueTimer; //! Event queue interface /*! An event queue provides a queue of Events. Clients can block waiting on any event becoming available at the head of the queue and can place new events at the end of the queue. Clients can also add and remove timers which generate events periodically. */ class IEventQueue { public: using EventHandler = std::function; virtual ~IEventQueue() = default; class TimerEvent { public: EventQueueTimer *m_timer; //!< The timer uint32_t m_count; //!< Number of repeats }; //! @name manipulators //@{ //! Loop the event queue until quit /*! Dequeues and dispatches events until the kQuit event is found. */ virtual void loop() = 0; //! Set the buffer /*! Replace the current event queue buffer. Any queued events are discarded. The queue takes ownership of the buffer. */ virtual void adoptBuffer(IEventQueueBuffer *) = 0; //! Remove event from queue /*! Returns the next event on the queue into \p event. If no event is available then blocks for up to \p timeout seconds, or forever if \p timeout is negative. Returns true iff an event was available. */ virtual bool getEvent(Event &event, double timeout = -1.0) = 0; //! Dispatch an event /*! Looks up the dispatcher for the event's target and invokes it. Returns true iff a dispatcher exists for the target. The caller must ensure that the target of the event is not removed by removeHandler() or removeHandlers(). */ virtual bool dispatchEvent(const Event &event) = 0; //! Add event to queue /*! Adds \p event to the end of the queue. */ virtual void addEvent(const Event &event) = 0; //! Create a recurring timer /*! Creates and returns a timer. An event is returned after \p duration seconds and the timer is reset to countdown again. When a timer event is returned the data points to a \c TimerEvent. The client must pass the returned timer to \c deleteTimer() (whether or not the timer has expired) to release the timer. The returned timer event uses the given \p target. If \p target is nullptr it uses the returned timer as the target. Events for a single timer don't accumulate in the queue, even if the client reading events can't keep up. Instead, the \c m_count member of the \c TimerEvent indicates how many events for the timer would have been put on the queue since the last event for the timer was removed (or since the timer was added). */ virtual EventQueueTimer *newTimer(double duration, void *target) = 0; //! Create a one-shot timer /*! Creates and returns a one-shot timer. An event is returned when the timer expires and the timer is removed from further handling. When a timer event is returned the data points to a \c TimerEvent. The c_count member of the \c TimerEvent is always 1. The client must pass the returned timer to \c deleteTimer() (whether or not the timer has expired) to release the timer. The returned timer event uses the given \p target. If \p target is nullptr it uses the returned timer as the target. */ virtual EventQueueTimer *newOneShotTimer(double duration, void *target) = 0; //! Destroy a timer /*! Destroys a previously created timer. The timer is removed from the queue and will not generate event, even if the timer has expired. */ virtual void deleteTimer(EventQueueTimer *) = 0; //! Register an event handler for an event type /*! Registers an event handler for \p type and \p target. The \p handler is adopted. Any existing handler for the type,target pair is deleted. \c dispatchEvent() will invoke \p handler for any event for \p target of type \p type. If no such handler exists it will use the handler for \p target and type \p kUnknown if it exists. */ virtual void addHandler(EventTypes type, void *target, const EventHandler &handler) = 0; //! Unregister an event handler for an event type /*! Unregisters an event handler for the \p type, \p target pair and deletes it. */ virtual void removeHandler(EventTypes type, void *target) = 0; //! Unregister all event handlers for an event target /*! Unregisters all event handlers for the \p target and deletes them. */ virtual void removeHandlers(void *target) = 0; //! Wait for event queue to become ready /*! Blocks on the current thread until the event queue is ready for events to be added. */ virtual void waitForReady() const = 0; //@} //! @name accessors //@{ //! Test if queue is empty /*! Returns true iff the queue has no events in it, including timer events. */ virtual bool isEmpty() const = 0; //! Get the system event type target /*! Returns the target to use for dispatching \c EventTypes::System events. */ virtual void *getSystemTarget() = 0; //@} };