gecko-dev/cmd/winfe/timer.cpp

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9.5 KiB
C++
Executable File

/* -*- 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;
}