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In order to move the WindowServer to userspace, I have to eliminate its dependence on system call facilities. The communication channel with each client needs to be message-based in both directions.
68 lines
1.5 KiB
C++
68 lines
1.5 KiB
C++
#pragma once
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#include "WSMessage.h"
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#include <AK/Lock.h>
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#include <AK/HashMap.h>
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#include <AK/OwnPtr.h>
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#include <AK/Vector.h>
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#include <AK/Function.h>
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class WSMessageReceiver;
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class Process;
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struct GUI_Event;
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class WSMessageLoop {
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public:
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WSMessageLoop();
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~WSMessageLoop();
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int exec();
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void post_message(WSMessageReceiver* receiver, OwnPtr<WSMessage>&&);
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static WSMessageLoop& the();
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bool running() const { return m_running; }
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Process& server_process() { return *m_server_process; }
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void set_server_process(Process& process) { m_server_process = &process; }
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int start_timer(int ms, Function<void()>&&);
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int stop_timer(int timer_id);
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void post_message_to_client(int client_id, const GUI_Event&);
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ssize_t on_receive_from_client(int client_id, const byte*, size_t);
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static Process* process_from_client_id(int client_id);
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private:
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void wait_for_message();
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void drain_mouse();
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void drain_keyboard();
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Lock m_lock;
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struct QueuedMessage {
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WSMessageReceiver* receiver { nullptr };
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OwnPtr<WSMessage> message;
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};
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Vector<QueuedMessage> m_queued_messages;
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Process* m_server_process { nullptr };
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bool m_running { false };
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int m_keyboard_fd { -1 };
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int m_mouse_fd { -1 };
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struct Timer {
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void reload();
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int timer_id { 0 };
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int interval { 0 };
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struct timeval next_fire_time { 0, 0 };
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Function<void()> callback;
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};
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int m_next_timer_id { 1 };
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HashMap<int, OwnPtr<Timer>> m_timers;
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};
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