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/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// This file contains the declaration of the EventManager class.
#ifndef O3D_CORE_CROSS_EVENT_MANAGER_H_
#define O3D_CORE_CROSS_EVENT_MANAGER_H_
#include <vector>
#include "core/cross/event.h"
#include "core/cross/event_callback.h"
namespace o3d {
class Client;
// This class manages the queue of events that need to get forwarded through to
// JavaScript handlers. It deals with synthesizing any events that need
// synthesis in the same way across platforms, and does throttling on mousemove
// events.
class EventManager {
public:
explicit EventManager() :
mousedown_in_plugin_(false),
#ifndef NDEBUG
processing_event_queue_(false),
#endif
valid_(true) { }
// Do per-timer-tick queue processing.
void ProcessQueue();
// Sets the callback for a events of a supplied type.
// NOTE: The client takes ownership of the EventCallback you pass in. It will
// be deleted if you call SetEventCallback a second time for the same event
// type or if you call ClearEventCallback for that type.
//
// Parameters:
// event_callback: EventCallback to call each time an event of the right
// type occurs.
// type: Type of event this callback handles.
void SetEventCallback(Event::Type type, EventCallback* event_callback);
// Clears the callback for events of a given type.
void ClearEventCallback(Event::Type type);
// Automatically drops some mousemove events to throttle event bandwidth.
void AddEventToQueue(const Event& event);
// Deletes all callbacks and events. May optionally be used before deletion,
// as it accomplishes what the destructor does, but is safe to use twice or
// not at all. After this is called, no events will be processed, although
// all functions are still safe to call.
void ClearAll();
private:
// One EventCallbackManager for each type of event that we might have to pass
// through to the user.
EventCallbackManager event_callbacks_[Event::NUM_TYPES];
// Queue of events that have come in and need to get sent to the user's
// handler(s). We throttle the rate at which events get handled by sending
// out a fixed number [currently one] per timer tick. The ticks [and thus the
// events] still happen even if rendering on-demand.
EventQueue event_queue_;
bool mousedown_in_plugin_;
#ifndef NDEBUG
// Test flag used to guarantee nonreentrance.
bool processing_event_queue_;
#endif
bool valid_;
DISALLOW_COPY_AND_ASSIGN(EventManager);
};
} // namespace o3d
#endif // O3D_CORE_CROSS_EVENT_MANAGER_H_
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