/* * Copyright (C) 2006 Apple Computer, 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: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. 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. * * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``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 APPLE COMPUTER, INC. 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. */ #ifndef Timer_h #define Timer_h #include "platform/PlatformExport.h" #include "wtf/Noncopyable.h" #include "wtf/Threading.h" #include "wtf/Vector.h" namespace WebCore { // Time intervals are all in seconds. class TimerHeapElement; class PLATFORM_EXPORT TimerBase { WTF_MAKE_NONCOPYABLE(TimerBase); WTF_MAKE_FAST_ALLOCATED; public: TimerBase(); virtual ~TimerBase(); void start(double nextFireInterval, double repeatInterval); void startRepeating(double repeatInterval) { start(repeatInterval, repeatInterval); } void startOneShot(double interval) { start(interval, 0); } void stop(); bool isActive() const; double nextFireInterval() const; double nextUnalignedFireInterval() const; double repeatInterval() const { return m_repeatInterval; } void augmentRepeatInterval(double delta) { setNextFireTime(m_nextFireTime + delta); m_repeatInterval += delta; } void didChangeAlignmentInterval(); static void fireTimersInNestedEventLoop(); private: virtual void fired() = 0; virtual double alignedFireTime(double fireTime) const { return fireTime; } void checkConsistency() const; void checkHeapIndex() const; void setNextFireTime(double); bool inHeap() const { return m_heapIndex != -1; } bool hasValidHeapPosition() const; void updateHeapIfNeeded(double oldTime); void heapDecreaseKey(); void heapDelete(); void heapDeleteMin(); void heapIncreaseKey(); void heapInsert(); void heapPop(); void heapPopMin(); Vector& timerHeap() const { ASSERT(m_cachedThreadGlobalTimerHeap); return *m_cachedThreadGlobalTimerHeap; } double m_nextFireTime; // 0 if inactive double m_unalignedNextFireTime; // m_nextFireTime not considering alignment interval double m_repeatInterval; // 0 if not repeating int m_heapIndex; // -1 if not in heap unsigned m_heapInsertionOrder; // Used to keep order among equal-fire-time timers Vector* m_cachedThreadGlobalTimerHeap; #ifndef NDEBUG ThreadIdentifier m_thread; #endif friend class ThreadTimers; friend class TimerHeapLessThanFunction; friend class TimerHeapReference; }; template class Timer : public TimerBase { public: typedef void (TimerFiredClass::*TimerFiredFunction)(Timer*); Timer(TimerFiredClass* o, TimerFiredFunction f) : m_object(o), m_function(f) { } private: virtual void fired() { (m_object->*m_function)(this); } TimerFiredClass* m_object; TimerFiredFunction m_function; }; inline bool TimerBase::isActive() const { ASSERT(m_thread == currentThread()); return m_nextFireTime; } template class DeferrableOneShotTimer : private TimerBase { public: typedef void (TimerFiredClass::*TimerFiredFunction)(DeferrableOneShotTimer*); DeferrableOneShotTimer(TimerFiredClass* o, TimerFiredFunction f, double delay) : m_object(o) , m_function(f) , m_delay(delay) , m_shouldRestartWhenTimerFires(false) { } void restart() { // Setting this boolean is much more efficient than calling startOneShot // again, which might result in rescheduling the system timer which // can be quite expensive. if (isActive()) { m_shouldRestartWhenTimerFires = true; return; } startOneShot(m_delay); } using TimerBase::stop; using TimerBase::isActive; private: virtual void fired() { if (m_shouldRestartWhenTimerFires) { m_shouldRestartWhenTimerFires = false; startOneShot(m_delay); return; } (m_object->*m_function)(this); } TimerFiredClass* m_object; TimerFiredFunction m_function; double m_delay; bool m_shouldRestartWhenTimerFires; }; } #endif