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// Copyright (c) 2006-2008 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#include "base/idle_timer.h"

#if defined(OS_MACOSX)
#include <ApplicationServices/ApplicationServices.h>
#endif

#include "base/message_loop.h"
#include "base/time.h"

namespace base {

#if defined(OS_WIN)
bool OSIdleTimeSource(int32 *milliseconds_interval_since_last_event) {
  LASTINPUTINFO lastInputInfo;
  lastInputInfo.cbSize = sizeof(lastInputInfo);
  if (GetLastInputInfo(&lastInputInfo) == 0) {
    return false;
  }
  int32 last_input_time = lastInputInfo.dwTime;
  
  // Note: On Windows GetLastInputInfo returns a 32bit value which rolls over 
  // ~49days.
  int32 current_time = GetTickCount();
  int32 delta = current_time - last_input_time;
  // delta will go negative if we've been idle for 2GB of ticks.
  if (delta < 0)
    delta = -delta;    
  *milliseconds_interval_since_last_event = delta;
  return true;
}
#elif defined(OS_MACOSX)
bool OSIdleTimeSource(int32 *milliseconds_interval_since_last_event) {
  *milliseconds_interval_since_last_event = 
      CGEventSourceSecondsSinceLastEventType(
          kCGEventSourceStateCombinedSessionState, 
          kCGAnyInputEventType) * 1000.0;
  return true;
}
#endif

IdleTimer::IdleTimer(TimeDelta idle_time, bool repeat)
    : idle_interval_(idle_time),
      repeat_(repeat),
      idle_time_source_(OSIdleTimeSource) {
  DCHECK_EQ(MessageLoop::TYPE_UI, MessageLoop::current()->type()) <<
      "Requires a thread that processes Windows UI events";
}

IdleTimer::~IdleTimer() {
  Stop();
}

void IdleTimer::Start() {
  StartTimer();
}

void IdleTimer::Stop() {
  timer_.Stop();
}

void IdleTimer::Run() {
  // Verify we can fire the idle timer.
  if (TimeUntilIdle().InMilliseconds() <= 0) {
    OnIdle();
    last_time_fired_ = Time::Now();
  }
  Stop();
  StartTimer();  // Restart the timer for next run.
}

void IdleTimer::StartTimer() {
  DCHECK(!timer_.IsRunning());
  TimeDelta delay = TimeUntilIdle();
  if (delay.InMilliseconds() < 0)
    delay = TimeDelta();
  timer_.Start(delay, this, &IdleTimer::Run);
}

TimeDelta IdleTimer::CurrentIdleTime() {
  int32 interval = 0;
  if (idle_time_source_(&interval)) {
    return TimeDelta::FromMilliseconds(interval);
  }
  NOTREACHED();
  return TimeDelta::FromMilliseconds(0);
}

TimeDelta IdleTimer::TimeUntilIdle() {
  TimeDelta time_since_last_fire = Time::Now() - last_time_fired_;
  TimeDelta current_idle_time = CurrentIdleTime();
  if (current_idle_time > time_since_last_fire) {
    if (repeat_)
      return idle_interval_ - time_since_last_fire;
    return idle_interval_;
  }
  return idle_interval_ - current_idle_time;
}

}  // namespace base