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