/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- * * The contents of this file are subject to the Netscape Public License * Version 1.0 (the "NPL"); you may not use this file except in * compliance with the NPL. You may obtain a copy of the NPL at * http://www.mozilla.org/NPL/ * * Software distributed under the NPL is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the NPL * for the specific language governing rights and limitations under the * NPL. * * The Initial Developer of this code under the NPL is Netscape * Communications Corporation. Portions created by Netscape are * Copyright (C) 1998 Netscape Communications Corporation. All Rights * Reserved. */ #include "stdafx.h" #include "timer.h" #include "feselect.h" #include "cxprint.h" // structure to keep track of FE_SetTimeOut objects typedef struct WinTimeStruct { TimeoutCallbackFunction fn; void * closure; DWORD dwFireTime; struct WinTimeStruct * pNext; } WinTime; // the one and only list of objects waiting for FE_SetTimeOut WinTime *gTimeOutList = NULL; // Process timeouts now. // Called once per round of fire. UINT uTimeoutTimer = 0; DWORD dwNextFire = (DWORD)-1; DWORD dwSyncHack = 0; void CALLBACK EXPORT FireTimeout(HWND hWnd, UINT uMessage, UINT uTimerID, DWORD dwTime) { static BOOL bCanEnter = TRUE; // Don't allow old timer messages in here. if(uMessage != WM_TIMER) { ASSERT(0); return; } if(uTimerID != uTimeoutTimer) { return; } // Block only one entry into this function, or else. if(bCanEnter) { bCanEnter = FALSE; // see if we need to fork off any timeout functions if(gTimeOutList) { wfe_ProcessTimeouts(dwTime); } bCanEnter = TRUE; } } // Function to correctly have the timer be set. void SyncTimeoutPeriod(DWORD dwTickCount) { // May want us to set tick count ourselves. if(dwTickCount == 0) { if(dwSyncHack == 0) { dwTickCount = GetTickCount(); } else { dwTickCount = dwSyncHack; } } // If there's no window, we should clear the timer. if(NULL == theApp.m_pMainWnd || NULL == theApp.m_pMainWnd->m_hWnd) { uTimeoutTimer = 0; dwNextFire = (DWORD)-1; theApp.m_bIdleProcessTimeouts = FALSE; } // If there's no list, we should clear the timer. else if(!gTimeOutList) { if(uTimeoutTimer) { VERIFY(::KillTimer(theApp.m_pMainWnd->m_hWnd, 777)); uTimeoutTimer = 0; dwNextFire = (DWORD)-1; } theApp.m_bIdleProcessTimeouts = FALSE; } else if(theApp.m_pMainWnd && theApp.m_pMainWnd->m_hWnd) { // See if we need to clear the current timer. // Curcumstances are that if the timer will not // fire on time for the next timeout. BOOL bSetTimer = FALSE; WinTime *pTimeout = gTimeOutList; if(uTimeoutTimer) { if(pTimeout->dwFireTime != dwNextFire) { // There is no need to kill the timer if we are just going to set it again. // Windows will simply respect the new time interval passed in. // VERIFY(::KillTimer(theApp.m_pMainWnd->m_hWnd, 777)); uTimeoutTimer = 0; dwNextFire = (DWORD)-1; // Set the timer. bSetTimer = TRUE; } } else { // No timer set, attempt. bSetTimer = TRUE; } if(bSetTimer) { DWORD dwFireWhen = pTimeout->dwFireTime > dwTickCount ? pTimeout->dwFireTime - dwTickCount : 0; if(dwFireWhen > UINT_MAX) { dwFireWhen = UINT_MAX; } UINT uFireWhen = CASTUINT(dwFireWhen); ASSERT(uTimeoutTimer == 0); uTimeoutTimer = ::SetTimer( theApp.m_pMainWnd->m_hWnd, 777, uFireWhen, FireTimeout); if(uTimeoutTimer) { // Set the fire time. dwNextFire = pTimeout->dwFireTime; } } // See if the app should attempt to bind idle processing to the // timer code (in the event no timers could be allocated). if(uTimeoutTimer) { theApp.m_bIdleProcessTimeouts = FALSE; } else { ASSERT(0); theApp.m_bIdleProcessTimeouts = TRUE; } } } /* this function should register a function that will * be called after the specified interval of time has * elapsed. This function should return an id * that can be passed to FE_ClearTimeout to cancel * the Timeout request. * * A) Timeouts never fail to trigger, and * B) Timeouts don't trigger *before* their nominal timestamp expires, and * C) Timeouts trigger in the same ordering as their timestamps * * After the function has been called it is unregistered * and will not be called again unless re-registered. * * func: The function to be invoked upon expiration of * the Timeout interval * closure: Data to be passed as the only argument to "func" * msecs: The number of milli-seconds in the interval */ PUBLIC void * FE_SetTimeout(TimeoutCallbackFunction func, void * closure, uint32 msecs) { WinTime * pTime = new WinTime; if(!pTime) return(NULL); // fill it out DWORD dwNow = GetTickCount(); pTime->fn = func; pTime->closure = closure; pTime->dwFireTime = (DWORD) msecs + dwNow; //CLM: Always clear this else the last timer added will have garbage! // (Win16 revealed this bug!) pTime->pNext = NULL; // add it to the list if(!gTimeOutList) { // no list add it gTimeOutList = pTime; } else { // is it before everything else on the list? if(pTime->dwFireTime < gTimeOutList->dwFireTime) { pTime->pNext = gTimeOutList; gTimeOutList = pTime; } else { WinTime * pPrev = gTimeOutList; WinTime * pCurrent = gTimeOutList; while(pCurrent && (pCurrent->dwFireTime <= pTime->dwFireTime)) { pPrev = pCurrent; pCurrent = pCurrent->pNext; } ASSERT(pPrev); // insert it after pPrev (this could be at the end of the list) pTime->pNext = pPrev->pNext; pPrev->pNext = pTime; } } // Sync the timer fire period. SyncTimeoutPeriod(dwNow); return(pTime); } /* This function cancels a Timeout that has previously been * set. * Callers should not pass in NULL or a timer_id that * has already expired. */ PUBLIC void FE_ClearTimeout(void * pStuff) { WinTime * pTimer = (WinTime *) pStuff; if(!pTimer) { return; } if(gTimeOutList == pTimer) { // first element in the list lossage gTimeOutList = pTimer->pNext; } else { // walk until no next pointer for(WinTime * p = gTimeOutList; p && p->pNext && (p->pNext != pTimer); p = p->pNext) ; // if we found something valid pull it out of the list if(p && p->pNext && p->pNext == pTimer) { p->pNext = pTimer->pNext; } else { // get out before we delete something that looks bogus return; } } // if we got here it must have been a valid element so trash it delete pTimer; // If there's now no be sure to clear the timer. SyncTimeoutPeriod(0); } // // Walk down the timeout list and launch anyone appropriate // Cleaned up logic 04-30-96 GAB // void wfe_ProcessTimeouts(DWORD dwNow) { WinTime *p = gTimeOutList; if(dwNow == 0) { dwNow = GetTickCount(); } BOOL bCalledSync = FALSE; #ifndef MOZ_NGLAYOUT // Don't fire timeouts while in the PrintAbortProc, or we will go // reentrant into the GDI code of the print driver if // someone is doing drawing via timeouts. if(CPrintCX::m_bGlobalBlockDisplay) { // Be sure to get the next timeout period right, however. SyncTimeoutPeriod(dwNow); bCalledSync = TRUE; // Get Out return; } #endif /* MOZ_NGLAYOUT */ // Set the hack, such that when FE_ClearTimeout // calls SyncTimeoutPeriod, that GetTickCount() // overhead is not incurred. dwSyncHack = dwNow; // loop over all entries while(p) { // send it if(p->dwFireTime < dwNow) { // Fire it. (*p->fn) (p->closure); // Clear the timer. // Period synced. FE_ClearTimeout(p); bCalledSync = TRUE; // Reset the loop (can't look at p->pNext now, and called // code may have added/cleared timers). // (could do this by going recursive and returning). p = gTimeOutList; } else { // Make sure we fire an timer. // Also, we need to check to see if things are backing up (they // may be asking to be fired long before we ever get to them, // and we don't want to pass in negative values to the real // timer code, or it takes days to fire.... if(bCalledSync == FALSE) { SyncTimeoutPeriod(dwNow); bCalledSync = TRUE; } // Get next timer. p = p->pNext; } } dwSyncHack = 0; }